The code used to calculate the number of spaces to insert for a tab (so that indention widths were aligned to multiples of the number of spaces to use) was incorrectly assuming that the line that this was to occur on was blank, using text->curl->len (i.e. the length of the current line).
The code now uses the position of the cursor to determine how many spaces need to be added to it to move it to the next multiple of the tab width.
---
Also, added numpad enter to text-editor keymap for creating new lines for more consistency with user expectations.
The 'save over' popup was only appearing based on a string comparison of the operator name ("Save"). Changed this to use a hidden operator property: "check_existing". Python operators must
have this property for the file selector confirmation too.
This property can also be set to false, to prevent checking for existing files, useful in the File->Save menu item to prevent the dangerously missable confirmation popup.
Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
- 2 fingers scroll (MOUSEPAN / GHOST_kTrackpadEventScroll event) pans/scrolls the view
- 2 fingers pinch (MOUSEZOOM / GHOST_kTrackpadEventMagnify event) zooms the view
And in 3D view:
- alt + 2 fingers scroll rotates the view
- 2 fingers rotation (MOUSEROTATE / GHOST_kTrackpadEventRotate) orbits the view.
The implementation uses a new GHOST event type: GHOST_kEventTrackpad, that is then dispatched as Blender MOUSEPAN, MOUSEZOOM
or MOUSEROTATE events.
This is currently fully implemented for OSX (GHOST Cocoa fires the new events), with auto-detection of the source peripheral, so that a regular mouse still sends MOUSEWHEEL events.
- remove console zoom operator, use WM_OT_context_cycle_int instead.
- use WM_OT_context_cycle_int for text editor zoom also (Ctrl +/- and Ctrl+MouseWheel)
Takes into account the hierarchical structures of keymaps as well as wildcards (KM_ANY) in event definitions, user remaps (emulate numpad, action/select mouse buttons, ...) and event values that overlap (click, press and release)
For now, doesn't do anything other than print conflicts in the console.
As a result, I cleaned up a lot of keymaps that had double definitions, moved some keymap items in more appropriate places, fixed wrong definitions and removed kmi that were added for testing a long long time ago.
Out of all the remaining conflicts, after removing obvious non-issues, here's what remains: http://www.pasteall.org/9898
This contains two entries - one which calls the region flip operator, and one which calls the maxmize area operator.
Unfortunately, there seem to be some context issues which are causing the wrong region to get activated for use by the region flipping, meaning that nothing happens.
Also, fixed own typo in 3d-view header/menu code...
* Insert Keyframe (IKEY) now only shows the menu requesting to choose a KeyingSet to use if there is no active KeyingSet. To get the old behaviour, the "always_prompt" boolean property for the "ANIM_OT_insert_keyframe_menu" operator should be supplied.
* After inserting/deleting keyframes without the menu, a popup menu confirming that the keyframes have been modified is shown. Please note that you do not need to click on this popup.
TODO:
Make the confirmation popup fade out after a fixed time.
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
* Reverting some changes I made to try and get Action Groups with no viewable F-Curves, but were collapsed to get hidden. These were causing buggy behaviour
* Move bones to armature layers, and change armature layer operators now use the new automatic properties drawing invoke callback. This allows changing the buttons there immediately affect the bones in the viewport
* #19581: Text Editor: "Jump To" (go to line) not working
Made this use the automatic operator props invoke callback, and fixed an RNA properties bug for this (the default value and range values were swapped).
* PoseLib rename pose operator now works again. Once again, this uses the auto-props popup. Also, improved the code here while I was at it.
* Disabled non-functional/old entry in Select Linked operator ("IPO's")
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.
one active. Now there's a function to get the pointer + property from
the UI, just like for the animation operators.
Also two fixes for fileselect events, regions are now preserved so that
context is restored to the old region, and the cancel callback is called
when the operator is cancelled.
- Commands from the history wont get modified in-place when you cycle back and re-use them.
- Ctrl Left/Right skip words.
- Autocompletion on a variable that has no alternatives adds a '.'
'bpy' -> 'bpy.', generally more useful since autocomp again will give the members of bpy
also moved text_check_* functions into BKE_text.h for the console to access.
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.
#19345: can't get out of grayed out pointer field.
#19342: item_pointerR fields can't be cleared with one item.
#19341: fix hanging tooltips when manipulating regions.
#19339: context panel still allowed tabbing, but it has no header.
#19334: editing SSS settings crashed previewrender.
#19330: object mode could not be switched on from the header menu.
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.
Moved to modern OS standards for opening, saving, copying, pasting, cutting (text), new document, undo and redo.
For Mac users, Cmd is used in addition to the Ctrl-based shortcuts.
These changes are made according to an agreement among developers on IRC.
Make local and make single user are back for ID template.
Internally these calls got unified, id_make_local and
id_copy are now used to do these operations for all types
that support it. Also reveals that for some ID types the
implementation is still missing.
Further, some small changes:
* unlink_text is now in blenkernel.
* copy_group was implemented.
* ID template now has an open operator again.
* fix preview to not change material reference count,
even if temporary it shows up with threaded preview.
* id_unlink unifies unlink for text, object and group.
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
Saving/Loading:
Save - Ctrl S / Cmd S
Save As - Ctrl+Shift S / Cmd+Shift S
Open - Ctrl O / Cmd O
Open Recent - Ctrl+Shift O / Cmd+Shift O
New File - Ctrl N / Cmd N
Text:
Copy- Ctrl+C / Cmd+C
Cut- Ctrl+C / Cmd+C
Paste- Ctrl+V / Cmd+V
Select text- Ctrl+A / Cmd+A
Misc:
Repeat Last Op - Ctrl+R / Cmd+R
Render - Ctrl+Return / Cmd+Return
Render Animation- Shift+Ctrl+Return / Shift+Cmd+Return
User Preferences - Ctrl+Comma / Cmd+Comma
Changed the important search menu to Space key.
Old hotkeys are still preserved, at least for now.
* Fix header menu spacing bug, and make it consistent for all headers.
* For consistency, always put menus first in the header, then any enums
to switch the type of data displayed.
* Node editor header ported to python layout. Still quite a few
operators missing to make the menus complete.
* RNA wrapped node editor, and added use_nodes property to material
and scene.
* When resizing the window, the top position is now preserved,
instead of the center position.
* Fix zoom level not being preserved in various cases, when
changing both with and height. This replaces some earlier code
which did this at screen level but wasn't very reliable.
* Different tabs now each preserve their own scroll.
* When switching between tabs, it now scrolls to show as many
buttons as possible, instead of possibly showing empty space.
There is a trade-off here between doing that keeping the
buttons in the same place, no ideal solution exists I think.
* Change zooming in/out to be symmetric, for example doing
numpad + then - did not give the original zoom level back.
* Added some calls to avoid hanging tooltips when manipulating
the view.
Internals:
* Added V2D_KEEPOFS_X and V2D_KEEPOFS_Y to keep the top/bottom
rather than the center.
* Renamed V2D_KEEPZOOM to V2D_LIMITZOOM (seems more appropriate),
and make V2D_KEEPZOOM preserve the zoom level.
* 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.
* Drawing the console text now skips all lines outside the view bounds.
* Added dummy C operators for console.exec and console.autocomplete so blender wont complain at startup, its not really a problem but people testing reported it a few times. Eventually we should have some way python operators are initialized before the spaces operators are checked.
* reordered the imports so the "ui" dir is imported before "io", for now this means bpy.ops is defined before exporters and importers need to use it, was causing a python error on startup.
* fixed all compiler warnings for the console (gcc4.4)
* stopped operators were printing out the return flag.
* removed references to ACT_OT_test, TEXT_OT_console_exec and TEXT_OT_console_autocomplete
changes to flatten_string_append(...), probably only brecht is interested.
- It was copying from the old malloc'd buffer but never the fixed buffer - the reason >255 length strings didnt render.
- on first malloc for the FlatString allocate 512 rather then 256 chars since the fixed string is 256 chars.
- if the char was '\0' fs->pos was set to 0, not sure why since char cant be '\0' because of the loop that calls flatten_string_append, removed.
Shift+Enter in the text editor executes the TEXT_OT_line_console operator defined in space_text.py
The operator's class stores a namespace for each text block.
Eventually this should have its own input rather then using the text editor.
Tested with py3.1 and 2.6
TEXT_OT_insert was only using the first char from a string, added support for inserting strings.
* Text window font size now supports full range 8-32, instead of
just 12 and 15. I added BLF_fixed_width to get the character
width of a fixed size font.
* Buttons do undo push on change again.
* Animated/Keyframe/Driver colors are now themable, with blend
value to blend with original color. Set this to 0.5 now to
give colors less constrast.
* Fix tooltip popping up with RMB menu open, and missing redraw.
* Autokeyframe now works for buttons.
* Driver expressions can be edited in place in a button now.
(still some refresh issues).
* Also made python driver default for the Add Driver function
in the RMB button. This way you don't have to open a Graph
editor if you just want to type an expression. Also, the
default expression then is the current value.
* Tooltips now show some extra info, not sure what is good to
have, but currently I added:
* Shortcut key for operator buttons.
* Python struct & property name for RNA buttons.
* Expression for driven values.
* Value for text/search/pointer buttons.