Commit Graph

59 Commits

Author SHA1 Message Date
42ae9128fa Removal of old transform() <sob> part one.
- added in new transform the (not so useful but yah) old feature that
  does scrollwheel zoom during transform
- had to change transform call arguments for uv-window/sequence/oops to
  match new transform for mouse callback

TODO (for martin?)

- pulldown menu support to call with local axes compliant as for pressing
  it with hotkey
- mirrormenu() still uses old transform stuff...
2005-04-30 21:19:19 +00:00
26d1346b79 Bug #2497
The CTRL+LeftMouse Lasso option was accidentally also invoked in Image
Window. Wasn't supposed to work anywhere but in 3d window.
2005-04-30 11:29:05 +00:00
78939c0cc0 - It is possible to scale radius of MetaElem again.
- It is possible to change dx, dy and dz params in 3Dview with manipulators
    or with some shortcuts (S-X, S-Y, S-Z).
 - User can scale stiffness when green circle is selected.
 - MetaElem is selected with RMB click at green or red circle, then user can
    grab or rotate with MetaElem as usual.

 - Screenshot:
    http://e-learning.vslib.cz/~hnidek/pics/scale_stiffness.jpg

 - Captured video:
    http://e-learning.vslib.cz/~hnidek/captured-videos/scale_stiffness.avi
2005-04-11 19:31:05 +00:00
4ea8947ea7 Merged all the internal transform includes into transform.h and moves it to /src to /include.
Split the conversion fonctions and sorting functions from transform.c into transform_conversions.c
Update MSVC 6.0 projectiles and SConscript accordingly.
Editview still included transform.h, replaced that for BIF_transform.h, the external include.
2005-04-10 18:33:19 +00:00
9f2f13aa99 Transform was still prototyped as having only one parameter in transform.h. Caused some warnings and possibly errors since some calls were missing the context.
The rest is proof of concept goody for a CONNECTED limiter for PET.
That is, PET affecting only elements which are connected together.

Only affects Curves right now since that was easier to test connectivity with. Still some polishing to do (falloff is based on distance of effect, not real distance), but it's a proof of concept, so...
2005-03-27 23:13:52 +00:00
ea15126d75 axisProjection can take care of zero-length vector so we don't need to check anymore. Was giving some problems with cameras looking perfectly down.
Also removed all NEWTRANSFORM defines, using the new code all the time now.
2005-03-25 03:28:08 +00:00
8e92ee8684 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
2005-03-19 21:08:13 +00:00
c78e44cdc5 big warning hunt commit
lot of casts, added prototypes, missing includes and some true errors
2005-03-09 19:45:59 +00:00
8ff9af5609 Transform: gesture for 'scale' did rotate, and viceversa. Typo :) 2005-02-25 12:48:23 +00:00
4e39c4361f Making transform's code more Blenderish with a proper extern include file (BIF_transform.h) and extern function calls (BIF_*).
On a side note, Shear was fixed in last commit, just forgot to mention it. It wasn't acting correctly in Edit Mode (and Desoto was poking me about it every sunday).
2005-02-20 01:25:10 +00:00
09f21e45d7 First commit for the transform coding for me!
- fixed warnings in compile (transform.h struct defines)
- drawPropCircle was on wrong location in editmode
- removed prop circle drawing for old transform (sorry, but we're going to
  move soon anyway!)
- removed spaces from transform.c
2005-02-19 16:37:48 +00:00
1534066d5b - Bug fix #1913
Lasso select on objects didnt work with multiple views, due to lack of
calculation of screencoords.

- Bug fix #1914
Hooks didn't update 'parent' when snapping to grid a Hook. Solved it for
snap to cursor too.
2004-11-30 22:32:52 +00:00
c079987dfe Improved rule for selecting objects in solid view, the old method skipped
selection when clicked object was already active (didnt deselect others,
nor select active when it was not selected).
2004-11-28 22:29:28 +00:00
f11c448cab Fixed something that annoyed me for ages;
In Object mode, Solid drawing, selection was just always not what you
wanted, the rules for wireframe (cycling) can't be used then.

New rule is;
- it always selects the frontmost visible item (wires in solid too), unless
  - frontmost is active already, then it picks the 2nd
  - mouse didnt move 2 pixels while selecting, then it starts cycling

Works nice :)
2004-11-28 19:48:53 +00:00
8e9d54ced0 Not really bug, but fix for report in tracker;
Added more support for lasso select; it now does:
- UV FaceSelect
- Editmode curve, surface, lattice

Missing: MBall and Armature; these make use of opengl selection still.
2004-11-28 11:32:55 +00:00
ac0bb78a20 Tweaked the force_draw() calls, to allow headerprint() to work while
doing a transform. Solves bug reported by Brecht about this.
2004-11-07 18:20:44 +00:00
6e755e5e98 Fix for bug #1487
On OSX, the SHIFT key release event got lost after a 'mouse pointer warp'.
Replaced the warp call in ghost, and updated the fly mode code to read
events better.

Nice positive side effect; using arrow keys to move while transform (e.g.
grab/rotate/scale) goes much much nicer now!
2004-11-06 14:59:28 +00:00
691302f28d Two fixes;
- The function "convex()" in editmesh_lib() actually did not deliver
a proper test for convex at all. It was checking only if a quad could
be subdivided into 2 trias. Code for adding face (FKEY) used this
call in total confusing manner. That code was there in 1.40 already,
cannot find any clue what it was supposed todo... :)
Recoded convex() to deliver a proper test. FKEY will give warning on
attempt to make convex faces now.

- Added undo-free for editmode undo on file load
2004-11-03 11:25:27 +00:00
ab36f4a2d2 Select Menu patch, as provided by Campbell Barton, but recoded to make it
a nice separate function, reducing code size to half and keeping it
readable code :)

Functionality; while holding ALT on a mouse-select, a menu will pop up
displaying all Objects that can be potentially selected. Maximum 22
objects will be displayed. When only one object is found it selects it
automatically, otherwise it allows the user to select/activate by the
menu.
2004-11-01 10:59:20 +00:00
5ae1191a12 Added safety test for occurance of zero scaled areas in Blender. This
totally screws up opengl calls...
If it detects a zero area now, it removes it and prints warning in terminal
2004-10-12 15:47:15 +00:00
d5e0c065bc Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.

After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.

The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.

I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:

- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
  extra things:
  - activates a scene
  - selects/activates the Object
  - enters editmode (if clicked on Mesh, Curve, etc)
  - shows the appropriate Shading buttons (Lamp, Material, Texture)
  - sets the IpoWindow to the current IPO
  - activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view


TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
3a840670a5 Lots of small changes, all for UI in Blender;
----- Killed UI frontbuffer draw
The interface toolkit was drawing all live updates (while using menus/buttons)
in the frontbuffer. This isn't well supported cross-platform, so time to be
killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer
access.

Live updates or menus now are drawn in backbuffer always, and copied to
front when needed.

NOTE: it was tested, but needs thorough review! On PC systems I suspects
backbuffer selection to screw up (check!). On SGI/SUN workstations it
should work smooth; but I need evidence

----- Smaller fixes;

- AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact
  on pixel positions. Needs the new FTGL libb too, patch is on maillist
- Rounded theme uses antialiased outlines
- Pulldown and popup menus have nice softshadow now
- New button type 'PULLDOWN', thats the one that callsup a pulldown menu.
  Should be added to themes, as is the full menu/pulldown drawing
- Screendump for 1 window does the full window now, including header
- Empty pulldowns (for example running blender without scripts) give no
  drawing error anymore

For review & fun;
- added curved lines as connectors, for Oops window
2004-10-03 13:49:54 +00:00
5ef1c75dbe *** empty log message *** 2004-10-01 14:48:12 +00:00
d818141744 Header redraw added for 'select mode menu'. Also checked more files for it.
Reminder, the allqueue() function needs as last arg a '1' if you want header
to be refreshed too!
2004-10-01 10:10:09 +00:00
2f91c66d85 - fixed error in lasso select (evaluated lasso coords one too many!)
- made ctrl+tab menu for selectmode only pop up in editmode mesh
- changed lasso code in zbuffer-select mode, that it also accepts lines
  as lasso
2004-10-01 09:54:47 +00:00
8ae56af0cf Recoded how 'handles' were implemented; these were extra wireframe edges
actually, adding vertices and edges to displist.

Now the subsurfer gives editvertices a pointer to the subsurfed vertex
location; allowing not only vertices in 'optimal' draw to show correct, but
also gives proper handling of borderselect and lasso for edges. :)
2004-09-30 20:38:35 +00:00
9e0456d36e Special request; Lasso Select (thanks andy for nagging! :)
Is committed now for further test;

What works:
- Hold CTRL while leftmouse-draw (gesture) for lasso-select
- Hold also SHIFT for lasso-deselect
- In Object mode it only selects on object centers now
- In Mesh edit mode it works on same level as borderselect

Not:
- other editmodes or objects in general

Also fixed crash with circle-selecting outside of window edge.
Also put back wire-extra draw for curves (previous trial broke mball wire)
Turned borderselect, circle, lasso into dashed lines for visual language.
2004-09-30 14:27:20 +00:00
c1aea47313 Fix for reported error in circle selection...
It had a clumsy if() check... meaning it went to normal selection mode
when zbuffer-clipped selection failed.
2004-09-29 16:44:16 +00:00
01e6d69ff5 Borderselect and circleselect now use backbuffer method too.
Maybe its time to make this a default now?
2004-09-28 22:05:16 +00:00
061442cbd1 - improvement for edge/face select
- edges now sample on three locationsm gives more hits
  - own version of glPolygonOffset remains cumbersome... but for select
    now the selection routine gets more offset than draw.

- first attempt to clean drawobject.c and displists
  - generic call for draw object in backbuf for select purposes, cleans up
    a lot in the other calls.
  - also to verify if we can (in future) use this for vertex/edge/face
    select, but the whole drawobject code works against me... this is
    for another refactory (incl. displist) and out of the focus for now

- subsurf.c: now creates new faces in order of original. Not used yet, but is
  handy to recover the original order for selection/paint purposes.
2004-09-27 10:12:45 +00:00
d41317609d Added initialize code for zbuffer-select option, where it reads larger
parts of zbuffer on border/circle select.
Should speed up quite some.
2004-09-26 13:45:25 +00:00
6f074f6f46 Two nice workflow improvements;
- Zbuffer clipped selection
Based on same algos as for drawing (blender polygon offset) vertices, edges
and faces now are clipped for draw and selection when Zbuffer is used.
Note that it works for endpoint vertices of edges, and for facecenters.
Also works for border and circle-select

- Optimal draw subsurfs
This now draws optimal with faces and edges selected/unselected, hiding the
original 'cage' (mesh) completely.
TODO: edge select, which still uses original (invisible) edge.

http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
2004-09-25 13:42:31 +00:00
cfe9a95755 All kinds of fixes for new selection modes
- circle-select now works
- delete options for edge/face select work as to be expected.
  should check on a better set of choices in menu though
- assign material / select material options work for new modes
- shift+f fill didnt leave proper select flags...
- border select on face-gones (fgons) works
- 'draw normals' and fgons works now
2004-09-24 18:17:23 +00:00
a2e918d831 EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html

EditMesh refactor notes (user)

**** New selection modes

When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).

- Vertex Select
Select vertices as usual, fully compatible with how previous version work

- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.

- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.

While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.

The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:

**** Extrude

Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.

New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.

**** Other things to note

- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.

**** Todo

Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.


EditMesh refactor notes (coder)

**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.

**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT

- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
  if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
  if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
  This because of shared vertices or edges.

- use for selecting vertices:
  eve->f &= SELECT
- use for selecting edges always:
  void EM_select_edge(eed, 1)  // 1 = select, 0 = deselect
- use for selecting faces always:
  void EM_select_face(efa, 1)  // 1 = select, 0 = deselect

- To set the 'f' flags in all of the data:
  void EM_set_flag_all(int flag);
  void EM_clear_flag_all(int flag);

- the old faceselectedOR() and faceselectedAND() are still there, but only
  to be used for evaluating its vertices

**** Code hints for handling selection

If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.

However, by using the above calls, at least selections flush downward (to vertex level). You then can call:

void EM_selectmode_flush(void);

Which flushes selections back upward, based on the selectmode setting. This function does the following:

- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges

This works fine in nice controlled situations.

However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:

void EM_select_flush(void);

Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.


**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h

- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.

**** Unified undo for editmode

New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.

Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.

**** Going in/out editmode

As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.

ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
562d6958cb Another step in the undo evolution.
- Made unified API for undo calls, to be found in space.c
  BIF_undo_push(char *str)
  BIF_undo(void)
  BIF_redo(void)
  These calls will do all undo levels, including editmode and vpaint.

  The transition is work in progress, because mesh undo needs recode.

- New global hotkey CTR+Z for undo
  Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc
  the lighting in shaded mode, which already became much more interactive,
  like during/after any transform().
  Recalc hotkey now is SHIFT+ALT+Z

  CTRL+<any modifier>+Z is redo.

- For OSX users; the Apple-key ("Command") now maps to CTRL as well. This
  disables the one-mouse-button hack for rightmouse btw, will be fixed in
  next commit. At least we can use Apple-Z :)

- Old Ukey for undo is still there, as a training period... my preference is
  to restore Ukey to "reload original data" as in past, and only use new
  CTRL+Z for undo.

- Added undo_push() for all of editobject.c and editview.c. Meaning we can
  start using/testing global undo in the 3d window. Please dont comment on
  missing parts for now, first I want someone to volunteer to tackle all of
  that.

- Since the global undo has a full 'file' in memory, it can save extremely
  fast on exit to <temp dir>/quit.blend. That's default now when global undo
  is enabled. It prints "Saved session recovery to ..." in console then.

- In file menu, a new option is added "Recover Last Session". Note that this
  reads the undo-save, which is without UI.

- With such nice new features we then can also kill the disputed
  Cancel/Confirm menu on Q-KEY.

- Added fix which initializes seam/normal theme color on saved themes.
  They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
688a6de878 * User preference to select with the left mouse button
instead of right.

This basically swaps left and right, in most window spaces
so you can choose between:
LMB: Cursor/time slider/paint  -  RMB: Select
or LMB: Select  -  RMB: Cursor/time slider/paint

Aimed at:
1. Newbies
2. 1 button mouse mac users
3. People like me who are sick of having to constantly keep putting their brains into different modes when
 switching between other apps and Blender :)

Yes, the User Preferences window is a bit of a nightmare
now, a layout cleanup will be forthcoming soon...
2004-07-16 01:34:19 +00:00
84caaf5aca Fixed error in previous commit, that skipped drawing non-basis Mballs.
Thanks Jiri for pointing me to it!

New: removed frontbuffer draw of selected object for solid/shaded mode.
It serves no purpose anymore.
2004-06-19 17:35:37 +00:00
4091851043 Replace all glFinish() with glFlush().
This is supposed to fix gradual slowdown of Blender interface on ATI cards.
2004-06-16 11:34:45 +00:00
9206a1eba6 - replaced G.{edve,eded,edvl} with G.editMesh, atm just a structure to
hold the three lists, nothing major, but gives a place to hang data
    off of and a single "mesh" structure to pass around for editing
    functions.
2004-03-28 08:46:35 +00:00
5af2e7ac25 - this routine is going to be my waterloo!
forgot to check null pointer...
2003-11-22 18:38:53 +00:00
763cf2d69f - bug fix: when moving an object to not-visible layer, and selecting an
other object, the moved one was drawn in 3d window...
  Hopefully the last error caused be me cleaning up frontbuffer draw... :/
2003-11-20 17:41:46 +00:00
4a5ae4a55f Fix for undo... it didn't do the UV coords (tface) nor the vertexpaint
colors. This because of the pretty weird (ab)use of load & make editmesh...

For each added undo step, the load_editmesh was fed with an empty mesh
to assign data to, without knowledge of what was in the original mesh.
That way UV and color data got lost.

Solved it in 2 steps:

1. removing the ->tface pointer from EditVlak, and make TFace a builtin
  struct inside EditVlak. This didnt cost much extra mem, since it already
  stored UV and color. This enabled some pretty cleanup in editmesh.c as
  well, storing tface pointers was cumbersome.
2. for each undo step, it then generates always a tface and mcol block to
  link to the undo Mesh.
  Even when it wasn't in the actual Mesh, at exit editmode the original
  Mesh is used as reference anyway, and undo-meshes are freed correctly.

The enormous commit is because I had to change the BLI_editVert.h file, and
found it was included in about every file unnecessary. I removed it there.
ALso found out that subsurf has code ready (unfinished) to make UV coords for
the displaylist in EditMode as well, nice to know for later...
2003-11-19 22:00:14 +00:00
6b6cc8d97a - further tweaking of selecting objects...
I keep forgetting to add 'curarea->win_swap= WIN_FRONT_OK;' after
  drawing in frontbuffer... tsk tsk!
2003-11-10 15:28:48 +00:00
602fe19b6f - fixed drawing in frontbuffer of selected object... the previous
fix for selecting multiple objects reveiled this error...
2003-11-08 17:51:32 +00:00
c04eb56983 - removed hack in initrender code that allowed 'border render' in a
previously rendered image. it was just screwing up memory in some cases.
  for it to work quite more elaborate coding is needed.
- when selecting border in camera view (SHIFT+B) the associated render
  option is set automatic
- fixed some mallocs to become callocs in renderloop, to prevent garbish
  when border rendering
- also enables closing bug #179
2003-11-08 12:50:40 +00:00
f3a809b09f - made option for auto open toolbox on left/mouse hold.
standard starts with 0.5 sec. Turn the threshold value up to effectively
  disable it when you dislike it. But give it a try!
- added 'Home' after splitting window for buttonswindow
2003-10-29 01:10:10 +00:00
5f3a96be10 Fixes after report from Matt:
- errors in names/hotkeys pulldowns fixed
- full window option in pulldown win caused ortho on/off event
- weight paint now shows vertex color Panel in editbuttons
- adding armature while vpaint mode, didnt end vpaint mode
- cleaned up some buttons design
- leftmouse press-hold for toolbox also moved 3d cursor
2003-10-28 18:43:55 +00:00
513ae61f2b First commit of a new toolbox system.
Aim was to find a simple & easy system, script alike, to add and configure
a toolbox system, so that others can experiment, but also of course Python.

Summary:
- spacebar calls it up. SHIFT+A still does old toolbox
- hold left or rightmouse for 0.4 second, and it pops up as well
  this is experimental! Can be tweaked with Userdef var "ThresA"
- it is a little bit complete for Object mode only. Needs still work
  at information desing/structure level
- the code works like an engine, interpreting structs like this:

static TBitem addmenu_curve[]= {
{	0, "Bezier Curve", 	0, NULL},
{	0, "Bezier Circle", 1, NULL},
{	0, "NURBS Curve", 	2, NULL},
{	0, "NURBS Circle", 	3, NULL},
{	0, "Path", 			4, NULL},
{  -1, "", 			0, do_info_add_curvemenu}};

- first value is ICON code,
- then name
- return value
- pointer to optional child

last row has -1 to indicate its the last...
plus a callback to event function.

I also built an old toolbox style callback for this:

static TBitem tb_object_select[]= {
{	0, "Border Select|B", 	'b', NULL},
{	0, "(De)select All|A", 	'a', NULL},
{	0, "Linked...|Shift L", 	'L', NULL},
{	0, "Grouped...|Shift G", 	'G', NULL},
{  -1, "", 			0, tb_do_hotkey}};

here the return values are put back as hotkeys in mainqueue.

A mainloop can do all context switching, and build menus on the fly.
Meaning, it also allows other designs such as radials...
2003-10-25 00:08:12 +00:00
a0824f8fb9 Mesh drawing stuff!
- in zbuffer mode, vertices will be blended 50% in... and when you increase
  vertex size larger than 2 pixels, it will draw them smaller
- removed all 'wire extra' calls (there were dozens!) and replaced it with
  simple call where it belongs.
  This drawing mode is becoming nice & stable... maybe something to make
  default on for new objects? Makes selecting quite easier...

- Subsurf: in editmode, with new 'Optimal' option set, the mesh itself
  will not draw, but instead it draws 'handles' to the vertices. Looks
  extremely clean!

- matched drawing of default grid-floor (persp) to ortho grid

- killed drawing vertices outside of main drawing loop, apart from the
  routine that uses mouse-selecting. (tekenvertices_ext()). It was an old
  optimize routine which became quite useless.
2003-10-21 16:41:28 +00:00
2aec1fee77 Object selection from tuhopuu2:
Select All by Type / Select All by Layer

User info:
Found in (object mode) 3D View header menu > Select >
Select All by Type selects all objects on visible layers of a certain type
Select All by Layer selects all objects on a certain layer (visible / invisible)

These used together are useful for managing a complex scene, for example
quickly selecting all the lamps and moving them to a separate layer, or
selecting the contents of a layer without having to disrupt the view
configuration of visible/invisible layers.

Coder Info:
Added two functions in editview.c
void selectall_type(short obtype);
void selectall_layer(int layernum);

I committed both of these together since the code/changes are both
very similar.
2003-10-20 02:19:17 +00:00