Tested in X11 where its fairly confusing.
buttons 4 and 5 are used for the wheel which is well known, but it seems 6 and 7 are used for horizontal scrolling, my mouse assigns the extra 2 buttons to events 8 & 9.
So the X11 events used for buttons called 4&5 in blender are 8&9 in X11.
The mouse buttons can be re-ordered like this once xorg starts (swaps 6,7 with 8,9)
xmodmap -e "pointer = 1 2 3 4 5 8 9 6 7"
Couldn't test Win32, Apple not supported.
If someone wants to add horizontal scrolling its quite easy.
* Screen keymap is now split up in two, some of the area/region
manipulation operators here need to be handled before others.
* Moved paint/sculpt/sketch out of the 3d view keymap, these were
there as a workaround, now with keymap poll no longer needed.
* Also fixes#19297, 3d cursor moves when combing in particle mode.
issues like Shift+R (repeat last) not giving capital R in the text
editor. There is also new modal handler list at the window level,
and the API call will always add it to that one now, since modal
handlers were not used in other levels.
The order used to be:
* window modal + keymap
* area modal + keymap
* region modal + keymap
Now it is:
* window modal
* region keymap
* area keymap
* window keymap
their handlers based on notifiers, which is simpler and more
reliable.
This fixes for example editmode or uv edit keymaps not working
when creating a new 3dview or image space.
- last commit, missed include for rna_object_api.c & bad args to find_basis_mball
- use enum for GHOST tablet type None/Stylus/Eraser, had duplicate definition for these in C. Only tested X11, may need to cast to an int for other OS's.
#19302: the spin operator did not redo correct when changing properties.
Actually the problem was somewhere else, the search menu always did an
unnecessary undo push, which conflicted with an operator undo push with
the same name. Only in the case of "Spin" was this noticed, because it's
name is so short and you actually type it completely.
#19328: swapping areas could crash when dragging mouse outside the window.
Attempted fix for #19331, #19335 as well, where backspace and some other
keys give square characters instead of working as expected. Couldn't
reproducable here, so please test.
This commit introduces a flag at the Reports level that can be used to indicate that it needs to be freed (on top of the flag already existing in the operator, which I guess could be removed).
Reports for operators called through python are only persisted if they indicate that they are running modal.
Appending and Linking
* Linking Operator, invokes filebrowser for Append/Link
* Separated the append/link function into three parts:
** BLO_library_append_begin finds main for appending
** BLO_library_append_named_part appends one Object,Group, Material, ...
** BLO_library_append_end actually reads and expands the libraries
NOTE 1:
I also changed the returned properties for the filebrowser operators to the following convention:
"path" - the full path to a file or directory, means what is in directory + filename buttons in filebrowser
"directory" - the content of the directory button in filebrowser
"filename" - the content of the filename button in filebrowser
Usually only path should be required, but in some cases it might be more convenient to retrieve the parts separately.
Ton, Brecht: If you have time to take a look, let me know if anything needs to be fixed.
* Split object_edit.c into multiple files:
object_add.c, object_edit.c, object_hook.c, object_relations.c,
object_select.c, object_transform.c.
* Rename files to have consistent object_ and mball_ prefix:
object_shapekey.c, object_lattice.c, object_vgroup.c, mball_edit.c.
* Added operators:
* vertex group menu and set active
* apply location, rotation, scale, visual transform (location is new)
* make local
* make vertex parent
* move to layer
* convert to curve/mesh (not finished yet)
* Many small fixes for marked issues, but still much code to be cleaned
up here...
Notifiers
---------
Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:
* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).
Depsgraph
---------
The dependency graph now has a different flush call:
DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)
It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.
Docs
----
I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdateshttp://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
example. bpy.ops.tfm.rotate('INVOKE_REGION_WIN', pivot=(0,1,2), ......)
bpy_array.c - was too strict with types, 0 should be allowed as well as 0.0 in a float array.
Implementation:
* NC_SCENE or NC_OBJECT cause scene->stats to be cleared.
* NC_INFO is sent to tag info headers for redraw.
* In UI scene.statistics() creates scene->stats if it is
NULLd, and then returns the string.
Muscle flexing commit; put the "any key modifier" to work, also exposed
(ugly) in keymap editor. Notes for it works:
- You can use any keyboard key to become modifier now (not mouse buttons)
- But, if this key was assigned to be a regular hotkey, that still gets
triggered, obviously.
- So: only use unused keys for this, like "~" or other special ones?
For test fun: L+K now does animplay.
* Added Context access to RNA_property_as_string. This is needed for doing a Python call to the object mode set operator, which has a dynamic enum property that needs context.
Implementation Note:
* Moved the scene copy/unlink code back into blenkernel, with
the exception of the copy single user stuff which is still in
object_edit.c.
* Uses SCREENDELETE notifier like SCREENBROWSE, seems only clean
way to do this now.
Removed all related code. Talked with Ton about this and agreed to postpone it at indefinite time in the future, when things get more relaxed.
Files saved since my first commit should not break although I'm not 100% sure.
Operator goodies!
--- Macro operators
Operators now can consist of multiple operators. Such a macro operator
is identical and behaves identical to other opererators. Macros can
also be constructed of macros even! Currently only hardcoded macros are
implemented, this to solve combined operators such as 'add duplicate' or
'extrude' (both want a transform appended).
Usage is simple:
- WM_operatortype_append_macro() : add new operatortype, name, flags
- WM_operatortype_macro_define() : add existing operator to macro
(Note: macro_define will also allow properties to be set, doesnt work
right now)
On converting the macro wmOperatorType to a real operator, it makes a
list of all operators, and the standard macro callbacks (exec, invoke,
modal, poll) just will use all.
Important note; switching to a modal operator only works as last in the
chain now!
Macros implemented for duplicate, extrude and rip. Tool menu works fine
for it, also the redo hotkey F4 works properly.
--- Operator redo fix
The operators use the undo system to switch back, but this could give
errors if other actions added undo pushes (buttons, outliner). Now the
redo for operator searches back for the correct undo level.
This fixes issues with many redos.
Note for brecht: removed the ED_undo_push for buttons... it was called
on *every* button now, which is probably too much? For example, using
the 'toolbar' redo also caused this...
* Side panels now use list widgets.
* Enabled theme colors for side panel.
* Add button in bookmarks panel.
* Operator panel title now uses operator name.
* For unix, added / to system, and home and desktop to bookmarks.
* For opening fileselect with filter, cleaned up the code a bit,
adding WM_operator_properties_filesel instead of duplicating code.
* Also added filter for all operators calling fileselect, only image
and file open did it before.
* Hide . files by default, and also hide files ending with ~.
* Added back .. (but not .) in the file list, I really missed this.
* File highlight now only happens when you're actually over a file,
instead staying after you move the mouse away.
* Fix some redraw/refresh issues.
New:
* added filter and display to some operator properties. Now file browser opens showing only .blend files and folders on file->open and on image->open changes to image display and only shows images and movies.
Fixes:
* fixed stupid removal of wrong prototype in last commit
* fixed a few warnings
First step towards keymap editor!
Before getting too excited:
- doesn't save yet
- no rna properties can be defined
- no insert/remove keymap options yet
- no option yet to set 'key press/release'
But what does work;
- Keymap list is in outliner, new category
(Keymaps are listed in order as being created now)
- enable/disable a keymap entry: click on dot icon
- it displays python api names for ops
- browse new operator for keymap (menu button)
- set keymap to use other keys, mouse or tweak events
- four modifier key options
I first intent to test it all well, there are still
quite some modal map conflicts (like border select) and
there's problems assigning items to tweaks
Another issue is that a visual editor for keymaps might be
quite hard to use... the amount of data and options is just not
so fun for a buttons menu. There are ways to improve this though.
Maybe do this via a script?
Commit of basic architecture. Sorry, nothing fun to play with yet.
Added two events: MOUSEDRAG and MOUSEDROP. MOUSEDRAG is sent when left-mouse clicking and then moving the cursor and every time the cursor is moved until the user releases the mouse button, thus generating a MOUSEDROP.
Also added two dummy drag operators in view3d and outliner (place holders for now).
Brecht and Ton: feel free to check/edit especially the event system code. I'm not sure that's the right way to do it. Also, I'm getting some mem leaks which I suspect are caused by my code.
- shift+b in the console would do border zoom (rather then upper case B), fixed by making v2d's border zoom check if the v2d's zoom is locked.
- blender in debug mode registers all operators, useful for testing.
New feature: allowing to open temporarily windows for output.
Implemented for:
- Render output (use output menu "new window" option).
- User Preferences (alt+U, plus added in 'File' menu)
Currently the window opens where your mouse is. The Render window
works as usual, with ESC or F11 moving it to back or front again.
That allows the window position to remain where you moved it on
new renders.
If you close a render window when it renders, the render thread
will be killed.
User prefs show 'info window' now... i thought we'd use outliner?
Anyhoo, I've made the 'save settings' to close the 2nd window as
well.
Opening a secondary file window for save I'll check on later,
this has to be checked with the current event system still.
the WM_window_open_temp() api call for this maintains currently
a *single* temp window. If you have a render window open, and call
for the preferences, the render window will be used for it. And
the other way around.
On closing the blender window, the temp windows close automatically
when there's no regular window open, and blender quits.
* Clean up File menu, added back recover last session op.
* .blend compress now behaves a bit different, previously
it would only respect the user preference. Now it saves
existing files the same way they are saved, and new files
following the user preference. The save operator has a
Compress toggle in the file browser left panels now.
* Add menu working again, some fixes to make these operators
work outside the 3d view were needed.
* Timeline menu removed, its contents will be moved to the
timeline header menus.
* Game menu can now start game, changed the start game op
to choose another 3d view if none is available.
* Render menu has a few items now.
* Help menu contains a few links again.
Modal keymaps.
I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support.
The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way.
This system also allows to still handle hardcoded own events.
Tech doc:
1) define keymap
- Create map with unique name, WM_modalkeymap_add()
- Give map property definitions (EnumPropertyItem *)
This only for UI, so user can get information on available options
2) items
- WM_modalkeymap_add_item(): give it an enum value for events
3) activate
- In keymap definition code, assign the modal keymap to operatortype
WM_modalkeymap_assign()
4) event manager
- The event handler will check for modal keymap, if so:
- If the modal map has a match:
- Sets event->type to EVT_MODAL_MAP
- Sets event->val to the enum value
5) modal handler
- If event type is EVT_MODAL_MAP:
- Check event->val, handle it
- Other events can just be handled still
Two examples added in the code:
editors/transform/transform.c: transform_modal_keymap()
editors/screen/screen_ops.c: keymap_modal_set()
Also: to support 'key release' the define KM_RELEASE now is officially
used in event manager, this is not '0', so don't check key events with
the old convention if(event->val) but use if(event->val==KM_PRESS)
* interactive console python console.
* display reports and filter types. defaults to operator display so you can see the python commands for tools as you use them,
eventually it should be possible to select commands and make macto/tools from them.
Example use of autocomp. b<tab>, bpy.<tab>, bpy.<tab>, bpy.data.<tab> etc.
basic instructions are printed when opening the console.
Details...
* Console exec and autocomp are done with operators written in python.
* added CTX_wm_reports() to get the global report list.
* The window manager had a report ListBase but reports have their own struct, switched to allocate and assign when initializing the WM since the type is not available in DNA.
* changed report types flags for easier display filtering.
* added report type RPT_OPERATOR
* logging operators also adds a python-syntax report into CTX_wm_reports() so they can be displayed in the console as well as calling a notifier for console to redraw.
* RnaAPI context.area.tag_redraw() to redraw the current area from a python operator.
Todo...
* better interactions with the console, scrolling, copy/paste.
* the text displayed doesnt load back.
* colors need to be themed.
* scroll limit needs to be a user pref.
* only tested with cmake and scons.
* Pass on mouse location on window leave/enter too, fixing some
issues with button highlights and tooltips.
* When a modal operator runs, grab the mouse cursor so that for
example transform still works when you move your mouse outside
of the window, previously it would just stop then. This is
automatic now for all modal ops, perhaps not always needed?
* Fix for a trailing button highlight issue.
* Previous/Next Folder browser
* bugfix: "open most recently opened directory".
* Previous and Next functionalities:
- use BACKSPACE to navigate to previous folders
- use SHIFT+BACKSPACE to navigate forward
- once you change the folder by other ways the forward folder list is cleared
* bug fix: the sfile->params->dir set through ED_fileselect_set_params wasn't correct. According to the code taking the settings from the existing (previous) filebrowser is a temp solution. In that case this is a fix for a temp solution :)
(changes in: wm_event_system.c, filesel.c and ED_fileselect.h)
** Andrea(elubie): we can get away of the folderlist_clear_next test if we manually pass a boolean to file_change_dir (e.g. file_change_dir(sfile, true)). I tried not to mess up with your changes here. It's slightly slower (and maybe hacky) but its's more conservative IMHO.
(my first commit to 2.5 ... that was a good reason to put my paper on hold :p)
* start of filebrowser RNA
* system files, bookmarks, etc. now nicely inside panels to allow collapsing etc.
* filebrowser header now defined in space_filebrowser.py
TODO:
* button type for bookmarks etc. not final yet, at least should get centered still. Suggestions welcome here.
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
- exact (not marked)
- outdated (simulation is not done completely with current settings)
- non-exact (frames were skipped during simulation)
* The parameter "cache step" effects the number of frames between saved cache frames.
- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
- Speeds up the "quick caching" very much.
- Frames between cached frames are interpolated from the cached frames.
- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.
* The caching can work in normal or "quick" mode:
[Normal cache]
- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
- Becomes non-exact: After larger than 1 frame steps.
- Becomes outdated: After any change effecting the simulation other than frame steps.
- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.
[Quick cache]
- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
- Becomes non-exact: Always from frame 1 (unless cache step = 1).
- Becomes outdated: Never.
- Pros/cons: Not very accurate, but super fast!
- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.
* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
- step forwards (to unknown) -> simulate from last exact frame, store result
- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame
* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
- Baking does the same, but runs the simulation all the way to the end of simulation.
- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".
* Cloth simulation supports the new cache too.
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.
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"}])
* For new buttons spaces, automatically set horizontal/vertical
align depending on size, instead of free.
* Cleaned up the UI panel API. There's now a new uiBeginPanel
function which takes a panel type, and a uiEndPanel which takes
the final size. uiNewPanel* functions will be phased out.
* Animate the re-alignment when a panel size changes, e.g. when
enabling dupliframes.
* Load ui scripts from the release/ folder first if it is
available. This makes it easier to edit ui scripts, since it
will directly use the original files which avoids having to
run the build system.
* Improve editing of panel types while blender is open. That
means fixing some issues with lacking updates, overlaps, strange
ordering. It even does an animation now when the panel resizes.
* 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.
Support for subclassing blenders operator, to be registered as a new operator.
Still need to...
* add constants like Operator.FINISHED
* wrap context (with rna?)
* poll() cant work right now because there is no way to access the operatorType that holds the python class.
* Only float, int and bool properties can be added so far.
working example operator.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/WinterCamp/TechnicalDesign#Operator_Example_Code
Some UI tweaks and fixes
* fixed some overlapping buttons (Matt, feel free to change button arrangement if you like), the Bookmark (B) button should probably be removed eventually from the current place and the fsmenu button as well, now that we have the directories on the left panel.
* fixed initialisation of params->display
(aligorith: thanks for fixing, I did reset the #defines, since it was just missing the correct value in the initialisation)
* fixed bug when area became too small (crash)
* fixed bug (last file missing in long display)
* fixed selection when mouse outside tiles.
There was very little structure in this code, using many globals
and duplicated code. Now it should be better structured. Most
things should work, the main parts that are not back yet are the
python plugins and markers. Notes:
* Blenfont is used for drawing the text, nicely anti-aliased.
* A monospace truetype font was added, since that is needed for
the text editor. It's Bitstream Vera Sans Mono. This is the
default gnome terminal font, but it doesn't fit entirely well
with the other font I think, can be changed easily of course.
* Clipboard copy/cut/paste now always uses the system clipboard,
the code for the own cut buffer was removed.
* The interface buttons should support copy/cut/paste again now
as well.
* WM_clipboard_text_get/WM_clipboard_text_set were added to the
windowmanager code.
* Find panel is now a kind of second header, instead of a panel.
This needs especially a way to start editing the text field
immediately on open still.
* Operators are independent of the actual space when possible,
was a bit of puzzling but got it solved nice with notifiers,
and some lazy init for syntax highlight in the drawing code.
* RNA was created for the text editor space and used for buttons.
* Operators:
* New, Open, Reload, Save, Save As, Make Internal
* Run Script, Refresh Pyconstraints
* Copy, Cut, Paste
* Convert Whitespace, Uncomment, Comment, Indent, Unindent
* Line Break, Insert
* Next Marker, Previous Marker, Clear All Markers, Mark All
* Select Line, Select All
* Jump, Move, Move Select, Delete, Toggle Overwrite
* Scroll, Scroll Bar, Set Cursor, Line Number
* Find and Replace, Find, Replace, Find Set Selected,
Replace Set Selected
* To 3D Object
* Resolve Conflict