Commit Graph

43 Commits

Author SHA1 Message Date
5cb480cef4 2.5
Various ui fixes:

- panel drawing now correctly follows scaled view
- made imagewindow buttons using TH_PANEL color back (was too dark)
- click on open/close panel was wrong
- menu items disabling now draws correct
- curve/hsv widgets didn't draw on right locations
- numsliders have nicer interior slider decoration
- new type TOGBUT to enforce old style toggle button (not new type
  'option button' with checkmark
- (temp) disabled live updating while using Curve widget, was 
  too slow to be fun. Needs general solution :)
2009-04-12 13:40:29 +00:00
3ed5e21537 UI:
* Template slots are no longer specified per item, but are
  a state now, set with uiTemplateSlot.
* Some renaming of Layout functions for consistency.
* Fix for roundbox in stack template, now is always behind
  the other buttons.
* Improved python API for layout:
  http://www.pasteall.org/5008/python
2009-04-11 01:52:27 +00:00
4e81404d7e 2.5
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?
2009-04-10 16:30:28 +00:00
d2cc19dcc6 2.5
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.
2009-04-10 14:06:24 +00:00
6593bbaca2 2.5 - Groundwork for Adding/Removing Drivers
Drivers can now be Added/Removed from buttons using the D/Alt-D hotkeys, and also through the menu. Driver settings (i.e. the target) are not set by default. To set those, go to the Graph Editor (see notes).

Notes:
* Buildsystem maintainers - I've added a new file "editors/animation/drivers.c"
* Widget colours for the driven-setting indications are needed 
* To see the new drivers, go into Graph Editor -> "Drivers" mode. Currently, there's a little bug there which prevents editing of the new drivers.
2009-04-10 13:08:12 +00:00
79c30a0752 2.5
WIP commit for UI drawing.

- Hooked up Diego's new Font API
- Added Style definitions for fonts, currently it uses
  a different font for panel titles to show it.
- Styles are in Userdef now too, still not finished 
- Userdef "DPI" will offer global control over font size,
  to match monitor size/resolution. It's meant to scale
  widgets and headers too btw, later.
- Lots of code removed for old fonts, but that's unfinished.

On todo: too much to mention, will continue happily tomorrow!
2009-04-09 18:11:18 +00:00
654a30aa2d 2.5
- Widgets now draw projected themselves, putting window/region matrix
  on 1:1 pixelspace. This allows zoomable buttons, but crispy.
- Note: text in smaller buttons dont get clipped correct now, WIP
- Fixed error with button types in some  menus.
- removed temp UI_2_50 define hack.
2009-04-07 17:08:26 +00:00
767db1b716 RNA: Commit of the API patch by vekoon. This adds Functions to RNA,
which can be defined to call C functions with defined parameters.

* Parameters are RNA properties, with the same types.
* Parameters are stored in a ParameterList, which is like a small
  stack with the values. This is then used to call the C function.
* Includes Python integration.

* Only one test function is part of this commit, ID.rename.
* Integration with the editors/ module is not included in this
  commit, there's some issues to be worked out for that still.
2009-04-07 00:49:39 +00:00
3906a62cc1 2.5: Added basic insert/remove keyframes from UI buttons.
- I key over a button inserts a keyframe.
- Alt+I removes a keyframe.
- With right mouse button a menu with these options pops up.
- Buttons are colored green if the property is animated, yellow
  if it is on a keyframe. I followed the colors from the UI
  mockups, but the flicker on keyframes seems too distracting in
  practice?

- This only works for properties on the ID itself at the moment,
  path callbacks need to be filled in for all structs but mesh
  still.
- It doesn't work when you're over a related label, that needs to
  be made to work.
- I made it insert keyframes outside of any keyingset. Not sure
  how this is supposed to integrate?
2009-04-03 23:30:32 +00:00
f408689e72 2.5
Some more work on UI drawing code, added a generic structure
for how widgets will be defined. It's still a wrapper on top
of old buttons. Docs follow still.

Some visual improvements;

- more button types supported (check render buttons)
- pressed state is shown
- better 'panel' triangle AA, and new divider style

Still a lot of work here. I expect the next days/weeks to
be much more coding too, had to catch up with a lot of other
Blender stuff. There's more (excitement) going on than code. :)
2009-04-02 15:01:11 +00:00
4bb41c3dcd UI: various panels fixes.
* Fix sometimes non-working close/open button.
* Fix panels being a bit out of the view on startup.
* Fix too large totrct region for view2d.
* Fix wrong panel order when changing vertical <-> horizontal.
* Fix wrong panel positions after switching contexts.
* Fix an access of freed memory when collapsing panels.

* Free align mode works again.
* Animations work again.
2009-04-02 01:39:33 +00:00
6705b6f96e UI:
* Added a PanelType and HeaderType for registering panels
  and headers in regions. When the region draws, it will
  then automatically draw the ones that were registerd with
  poll and draw callbacks.

  Used for text header, properties and object buttons now.
2009-03-29 19:44:39 +00:00
d93fd9ffc1 UI:
* 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.
2009-03-25 20:49:15 +00:00
2e48c4059a 2.5
WIP commit for new system to draw widgets and use themes or styles.

Not really interesting stuff to see in code now, the current 
structure will change quite a lot, this to make it hook up well
to the existing system.

What works quite well is a new full opengl vector method to draw 
scalable and pixel-aligned anti-aliased buttons.

http://download.blender.org/institute/rt3.jpg
http://download.blender.org/institute/rt4.jpg
2009-03-25 16:58:42 +00:00
8b3c2c0762 UI:
* Fix for F6 redo and similar popups closing when moving
  mouse outside of the popup while interacting with buttons.
* Simplify F6 redo popup code by using generated layout.
2009-03-25 14:34:17 +00:00
4c3d64116e 2.5: UI Layout Engine, initial code.
* As a test, used by:
  * Object buttons, tried to make it match the mockup.
  * Text window header.
  * Text window properties panel.
* Panel interaction with view2d is still problematic, need to make
  this work properly still.
* Templates are very basic, the ones there are simple but already
  can follow the object buttons mockup quite closely.
* It's based on a three level system: panels, templates and items.
  To get an idea of what that means in practice, see:

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/UI_LayoutEngine#Panels.2C_Templates_and_Items
2009-03-13 13:38:41 +00:00
f73d7c697c * Updated slider design
Still a bit of a work in progress, will look a little weird on non-rounded themes, but will fix that when back home in .au!

The slider now fills the entire button, dragging on it changes the value, clicking edits it. You can also ctrl-click on either side of the slider 'edge' to increment or decrement in small amounts. There's one temporarily in the render buttons for testing.
2009-03-08 17:12:59 +00:00
6cc89b9d4e 2.5: Text Editor back.
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
2009-02-28 23:33:35 +00:00
66c2f1c2a3 added defAutoButR() and blockSetFlag() and some flags for the experimental python UI, which just wraps C the functions. 2009-02-27 10:22:40 +00:00
38410b63a6 2.5: Text edit mode operators back. Took me a while getting
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?
2009-02-17 19:55:20 +00:00
2e79e4e975 2.5
Smaller jobs, all in one commit!

- Moved object_do_update out of view3d drawing, into
  the event system (currently after notifiers).
  Depsgraph calls for setting update flags will have to
  keep track of each Screen's needs, so a UI showing only
  a Sequencer doesn't do objects.

- Added button in "Properties region" in 3D window to set
  or disable 4-split, including the 3 options it has.
  (lock, box, clip)

- Restored legacy code for UI, to make things work like
  bone rename, autocomplete. 

- Node editor now shows Curves widgets again

- Bugfix: composite job increased Viewer user id count

- Bugfix: Node editor, not "Enable nodes" still called
  a Job, which didn't do anything

- Various code cleaning, unused vars and prototypes.
2009-02-11 16:54:55 +00:00
b77da4893d 2.5: Image window operators, quite a few of these still have
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.
2009-02-10 23:17:58 +00:00
85231e5fd4 * Some more 2.5 theme updates 2009-02-09 02:54:40 +00:00
eb929804d2 2.5
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.
2009-02-08 19:15:59 +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
84e2de8ca7 2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:

xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
	sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);

The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +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
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
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
f08032e8f9 UI: various changes
* View2D to region now returns ints instead of shorts.
* Use "Numpad" instead of "Pad" in automatic keymap menu info.
* Menus can now use buttons other than BUTM and SEPR, in
  particular TOG and ROW are now supported instead of flipping
  bits manually.
* Added a simpler uiDefMenu* api for making menus now, and it
  only supports Operator and RNA buttons at the moment, will be
  used in next commit. Not sure how this will evolve .. makes
  menu code look cleaner anyways.
* Ensure that interface code doesn't crash when getting unknown
  Operators and RNA properties, and display their buttons grayed
  out in that case.
2009-01-15 04:13:38 +00:00
475a64fc91 * Added support for displaying disabled RNA buttons
The functionality already existed via the RNA system, this
commit makes disabled buttons draw greyed out, and not respond to clicks
(previously, they would drag/edit/etc but then reset to the previous value)
2009-01-04 02:09:41 +00:00
3817b1f018 Some tweaks to menu drawing 2009-01-04 00:05:40 +00:00
0a8a00cd10 2.5: Error reporting
* Added a report list to operator, to which they can report errors and
  warnings. When the operator ends, it will display them with a popup. For
  python these should become exceptions when calling operators.
* Added a function to make a popup menu from a report list.
* Also added a utility function to prepend a string before the reports to
  indicate what they relates to. Also made the report functions used
  BLI_dynstr to simplify the code.
* Made file reading and writing report errors to the user again using this
  system, also replacing the left over uncommented bad level error() calls.
2008-12-29 13:38:08 +00:00
2335092456 UI: Panels
* 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).
2008-12-26 13:11:04 +00:00
3c612bc0e2 2.5
Fix: popup menus were not freeing operators.
Made a new Popup menu call for this case:

uiPupmenuOperator(C, maxrow, op, propname, menustr);

It will set enum "propname" to the menu item and call operator,
register it optionally and free it. Use it in "invoke" calls.

Next: automatic menu generating for enum properties!
2008-12-24 14:52:17 +00:00
065155a17d UI:
* Changed pupmenu function name and added back some standard popups.
2008-12-17 16:53:56 +00:00
c1379f6613 UI:
* Added support for defining properties for operator buttons, with
  uiButGetOperatorPtrRNA. Needed to cleanup a hack that was there
  for operator properties in RNA, now a separate OperatorProperties
  type is used for storing operator properties, instead of being part
  of the Operator type itself.
* Allow selecting menu items with mouse release instead of press again.
* Fix some cases with hanging tooltips in the UI.
2008-12-16 20:03:28 +00:00
998e682fc3 UI: added the following functions to create buttons for RNA properties and for
operators. RNA property buttons will automatically fill in the label, min/max,
etc if they are not specified. Operator menu buttons will look up the key
combination in the handlers and add it automatically.

uiDefButR, uiDefIconButR, uiDefIconTextButR
uiDefButO, uiDefIconButO, uiDefIconTextButO

uiDefButO takes a context pointer to do the key lookup, don't really like this..
2008-12-16 07:55:43 +00:00
6283b0c8c5 UI: getting popup menus to work again, just the internal interface
and event handling code still, how it integrates with operators and
handlers is not worked out yet. For testing, Ctrl+Q quit now shows
a confirmation popup using the following call:

okee_operator(C, "WM_OT_exit_blender", "Quit Blender");
2008-12-15 19:19:39 +00:00
f00a75272e UI:
* Added context pointer to function callbacks for buttons and blocks.
* Added a uiBlockSetHandleFunc, which will be called with the button
  return value. This seems kind of redundant with uiBlockSetButmFunc,
  but the latter uses a2 to pass the value.
2008-12-10 19:22:10 +00:00
4a9ee46c14 UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.

Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
  required to properly cancel things like timers or tooltips when the region
  gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
  when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
  opening a menu, ..), it will add an UI handler at the window level which
  will block events.

Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
  It has an event handling and remove callback, and like operator modal handlers
  will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
  window/area/region restored in the context, like the operator modal and UI
  handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
  region. This was already happening for areas, but UI buttons are at the region
  level so we need it there.

Issues:
* Tooltips and menus stay open when switching to another window, and button
  highlight doesn't work without moving the mouse first when Blender starts up.
  I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
  arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
  interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
  seems that handlers are being added to regions in all screens, also in regions
  of areas that are not visible, but these handlers are not removed. Probably
  there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
b205ec4f18 2.5
Area Manager: revised how an area subdivision gets managed. Originally
the 'spacedata' would store regiondata too, but this already became
impractical (like having view2d data in region is useful). So I left
that part how it is. See new diagram:

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/AreaManager

This means that regions in an Area define location/size or constraints
for how they get arranged. The "RegionType" which is linked to this 
defines its functionality. 

For fun, test, and code validation: two temporary hotkeys added.
SKEY: splits current region horizontally
SHIFT+S: splits vertically

Note - in outliner - that "context" sticks to the Area as whole, the region
here only defines view. That's the purpose. :) For two outliners with different
context you open 2 areas.
Also note that dragging screen-edges shows the region-alignment type (split
with percentage).
2008-12-09 15:59:43 +00:00
78a1c27c4a Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.

Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
  making it non-blocking. 
* interface_regions: this is a part of interface.c, split off, contains code to
  create regions for tooltips, menus, pupmenu (that one is crashing currently),
  color chooser, basically regions with buttons which is fairly independent of
  core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
  icons yet. Panels should probably become (free floating) regions? 
* text.c: (formerly language.c) for drawing text and translation. this works
  but is using bad globals still and could be cleaned up.

Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
  declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.

Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
  are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
  should be possible while editing a button. That means though that we need
  some sort of persistence even though the blender model is to recreate buttons
  for each redraw. So when a new block is created, some matching happens to
  find out which buttons correspond to buttons in the previously created block,
  and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
  in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
  would integrate here?
* Currently only full window redraws are used, this should become per region
  and maybe per button later.

Operators:
* Events are currently handled through two operators: button activate and menu
  handle. Operators may not be the best way to implement this, since there are
  currently some issues with events being missed, but they can become a special
  handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
  handle all interaction with that button until the button is not activated
  anymore. This means clicking, text editing, number dragging, opening menu
  blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
  non-blocking. That means variables that were previously on the stack, now
  need to be stored away in a struct such that they can be accessed again when
  the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
  needs to be set explicit in order to handle the right events in the right
  state. So an activated button can be in one of these states: init, highlight,
  wait_flash, wait_release, wait_key_event, num_editing, text_editing,
  text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
  from ui_do_but. This makes it possible to continuously apply the button as
  text is being typed for example, and there is an option in the code to enable
  this. Since the code non-blocking and can deal with the button being deleted
  even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
  being edited, since that would mean data is being edited without correct
  updates happening, while some other part of blender may be accessing that
  data in the meantime. So data values, strings, vectors are written to a
  temporary location and only flush in the apply function.

Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
  blocks give a handle to the button that creates it, which will contain the
  results of the menu block once a MESSAGE event is received from that menu
  block.
* For this type of menu block the coordinates used to be in window space. They
  are still created that way and ui_positionblock still works with window
  coordinates, but after that the block and buttons are brought back to region
  coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
  should have enough information with these screen level regions to have full
  control over what gets drawn when and to then do correct compositing.

Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00