* Added 'active node' panel for the Nodes Editor. This panel, in the NKEY region, shows the settings for the active node. Included in this panel is a field used for editing the unique-name of the node too.
* Fixed a number of uninitialised vars warnings that I missed in previous commit...
[#19854] [bugfix] Fix for broken Rasterizer mouse functions
---
This patch fixes the embedded player's ability to control the mouse. For example, hiding and unhiding the mouse cursor
did not work in 2.5, nor could the mouse's position be controlled. This was because these parts still needed to be ported
to 2.5 window manager code.
What works:
The usual command line options for rendering.
All python scripts are loaded (which includes custom properties)
Render engines are loaded and can be used
-P to run scripts works partially: rna api works ok, not operators.
What doesn't:
Most operator calls in python. This is a problem with poll functions. (Brecht and Campbell are aware of this already)
Changes:
-d now also applied with -b (it was ignored before)
user file (.B25.blend) now also loaded in bg mode. This helps for custom paths and all.
wm is also initialized (it's needed for a lot of context calls)
Ghost, however, is not initialized.
Auto save is now working again in 2.5. It will also remember now what
the location of the original file was when recovering it, so that
library links still work and saving the restored file does not save to
the temp directory. There is also a new Recover Auto Save operator
which will open the filebrowser in the temp directory and show the
auto saved .blends.
Implemenation Notes:
* Timer storage was moved from window to windowmanager, so we can have
windowmanager level timers too now, doesn't make sense to have
autosave timer attached to a particular window.
* FileGlobal now has a filename field storing where the file was saved.
Note that this is only used when loading a file through the recover
operators, regular file read doesn't use it, so copying the quit.blend
manually over the original file will still work as expected.
* Jobs timer no longer uses operator now, this seems more like an
internal thing, changing keymaps should not make it possible to break
the jobs manager.
* Autosave is postponed by 10 seconds when a modal operator is running,
e.g. transform or file browsing.
* Moved setting G.sce in setup_app_data before depsgraph updates, these
can use the filename for pointcaches.
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
(Mostly for very early testers)
Cocoa uses coordinates with y=0 at bottom : updated wm_window.c and wm_event_system.c for COCOA build to avoid double conversions in response to mouse move events and GHOST_getCursorPosition
Known limitations:
No fullscreen support
Font issue in preference panel
libSDL uses some Carbon functions
- Window creation at preferred size
Implement in Ghost the use of Cocoa functions to get the maximum visible rect (size and position) for the window contents (all screen excluding dock, top menu, and window title bar)
Thus Apple specific code in window creation (wm_window.c & wm_apple.c) is no more needed => removed in case of Cocoa build
- Alert on exiting despite unsaved changes
Add to GHOST method to maintain an all platforms (not apple specific anymore) status on unsaved changes
Update GHOST_SystemCocoa to use this for asking or not user to confirm exit without saving changes
Sometimes, events for window size or move are sent even when the window hasn't changed. This triggers unneeded refreshes.
As a precaution, we now ignore all such events (eventually, it should be done in Ghost X11, but I don't know that code well enough).
* 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.
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.
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.
- ghost data wasn't being freed (added wm_ghost_exit() call to wm_init_exit.c)
- GHOST_EventManager wasn't freeing GHOST_IEventConsumer's
- ghost/X11 wasnt calling XCloseDisplay(), some junk from X11 wasnt being freed
- ghost/X11 XAllocNamedColor wasn't freeing the colors when done making a custom cursor.
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.
Animation playback back in control. And non-blocking still!
- Play follows the "Playback" options in TimeLine menu.
Only the region 'windows' are drawn, not headers, toolbars,
channel views, etc.
The option "Buttons Window" also redraws property regions.
- The Timeline header always redraws, this to denote at least
progressing frame numbers
- For now: if you choose to play 3D views, it also redraws
the TimeLine. Seems to be good convention, but probably
better to add menu option for it?
- Fun test: while playback, change Playback options, works OK!
- New: top header button shows animation play status, and allows
to stop playback
- New: Animation stop/start operator. Assigned to ALT+A. It has
no options yet; just plays active region + all 3D windows now.
Options will follow, based on reviews.
Also ESC won't work for now, just press ALT+A again.
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
Several things in one commit; could not split this up easily,
one job invoked another, and so on. :)
- Added pulldowns for save/load .blend file in top bar.
- To enable "Save" without further popups (save over)
I've added a signaling function in window header to
indicate a succesful save.
- On any undo push it now signals 'file changed'. This
goes by notifiers nicely, but now registers only the
undopushes, which is quite unreliable. "Changed" state
shows in header as "Blender*" and for OSX with the
standard close button black dot.
- Made screencast show a button in top bar indicating such,
and allowing quit. No hotkey for quit yet... but ESC will
keep casting now.
- Fixed new BLF_init(), which should be in WM_init() and not
on any .B.blend read.
- Fixed CTRL+F3 "Save Screenshot", which was still using old
fileselect code.
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. :)
- Added back CTRL+X "reload start-up file".
(Original name 'erase all' is a bit misleading, but we can
go over all naming conventions later :)
- Added memfree for triple buffer data.
Edit Mesh:
- Added back "Edge Shortest Path select"
It now also does regular selection, more fun!
It's mapped to CTRL+click now, and makes or clears selections
between current and previously activated edge.
Seam/Sharp/etc marking is a toolsetting mode still. These
options cannot become properties easily, because the tool
uses the properties of selected edge to clear...
- Removed a whole bunch of G.f flags, related to mesh drawing.
It's all now local in me->drawflags. Here's the list of
removed old globals:
G_DRAWEDGES
G_DRAWFACES
G_DRAWNORMALS
G_DRAW_VNORMALS
G_ALLEDGES
G_HIDDENEDGES
G_DRAWCREASES
G_DRAWSEAMS
G_DRAWSHARP
G_DRAWBWEIGHTS
G_DRAW_EDGELEN
G_DRAW_FACEAREA
G_DRAW_EDGEANG
Compositor now uses threaded jobs.
- updates happen per preview node! Check this file for
fun: http://www.blender.org/bf/composite_image.blend
(any compo node could get preview!)
- had to ensure the composite data gets fully copied before
it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
use this init to ensure you only do it when job really
starts.
- added an extra notifier option for WM_jobs, to signal
finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
instead of using it.
- commented out annoying prints for missing ops in imagewin
File reading of 2.50 files fixed.
- it now exits nicely from queues without using free'd memory
(checks CTX_wm_window(C) to be NULL)
- code that matched current (ghost) window with new situation
lacked setting a pointer good.
Overall cleaned some parts too; like context clears now all
wm related pointers when you set a new wm, window or area.
* Triple Buffer is now more complete:
- Proper handling of window resize, duplicate, etc.
- It now uses 3x3 textures (or less) if the power of two sizes
do not match well. That still has a worst case wast of 23.4%,
but better than 300%.
- It can also use the ARB/NV/EXT_texture_rectangle extension
now, which may be supported on hardware that does not support
ARB_texture_non_power_of_two.
- Gesture, menu and brushe redraws now require no redraws at all
from the area regions. So even on a high poly scene just moving
the paint cursor or opening a menu should be fast.
* Testing can be done by setting the "Window Draw Method" in the
User Preferences in the outliner. "Overlap" is still default,
since "Triple Buffer" has not been tested on computers other than
mine, would like to avoid crashing Blender on startup in case
there is a common bug, but it's ready for testing now.
- For reference "Full" draws the full window each time.
- "Triple Buffer" should work for both swap copy and swap exchange
systems, the latter still need the -E command line option for
"Overlap".
- Resizing and going fullscreen still gives flicker here but no
more than "Full" drawing.
* Partial Redraw was added. ED_region_tag_redraw_partial takes a
rect in window coordinates to define a subarea of the region.
On region draw it will then set glScissor to a smaller area, and
ar->drawrct will always be set to either the partial or full
window rect. The latter can then be used for clipping in the 3D
view or clipping interface drawing. Neither is implemented yet.
Editmesh code cleaned and compiling/linking. A whopping
20k lines back! :)
Not that it does stuff... editmode in/out has to be done,
and loads of operators. Also linking/exporting editmesh
calls has to be reviewed.
Also: added a blender_test_break() mechanism in BKE.
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.
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)
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.
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.
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
- Made a nice generic 'OK confirm' implementation for operators.
Just use in operator type definition this line:
ot->invoke= WM_operator_confirm;
It will autmatically use operator name for asking OK. It will
also use properties (if set before).
Note for Brecht: the test okee_operator() you coded could better not
be used in operators themselves.
In future we can also add menus that get automatically generated
based on operator properties. Like 'add constraint' showing the
constraint types.
- Added this confirm call for most of the keys you'd expect it for.
(user settings, delete marker, rip area, split region, etc).
- Cleanup: moved ed_markers.c to the util/ directory, it doesnt belong
in space_time. Also made separate function for the marker keymap
definition.
- removed ancient redraw notifier from ghost event level (every key
press gave full screen draw)
Small improvements;
- switch spacedata now doesn't cause full screen refresh and draw
- cursor switching is not part of SCREEN_CHANGED notifier, this
makes area dragging ugly.
Cleanup in area/region management
- more intelligence in area management for adding handlers and setting
data correct. Space/Region type callbacks only have to do own things.
- added option for adding default handlers to areas/regions. (flag in
type definition)
- ensured that region-types store the minsizes for regions.
- added boundbox check for handlers; note that it accepts pointer to
boundbox, because handlers don't get reset on area-resizing or
view changes. Example: view2d handlers use mask rect.
- handlers get now added on correct context levels (example frame change
also worked in header)
- removed ->refresh() callback. Context refreshing is Listener.
- the ->init() is being called on all WM level actions, also after a
file read, moving areas, re-opening areas etc.
- fixed bug: crash on exit was caused by cleaning up Screen too late.
- UI_view2d_size_update() removed from draw callback, is init()
- regions now store (winx, winy) subwindow size.