Assorted smaller fixes:
- Fix: modal keymaps for editmode in view3d were not set again
when you copy areas or go fullscreen.
- Improved "redo last op" (F6) to search back in history for
a redoable operator. Operator also used wrong pupmenu type.
- On creating new FCurve editor, the channel rainbow colors are
set correct.
- EditMesh: fixed code for Spin/Screw, correct props, init and
error reporting. (Spin hotkey ALT+R temporary)
- recompiled all to check for uninitialized variable warnings.
(compile flag should be -O for this). Fixed some proto's.
* 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.
From the anti-globalization department:
G.obedit terminated!
Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
- Edit mode Mesh undo/redo back
(undo for editmodes needed recode, todo for curve/lattice/etc)
- Added border select for edit mesh
- Added Akey (de)select all for edit mesh
- Added notifiers for mode changes.
This is also the first trial to dynamically add/remove
keymap handlers, based on modes. For that reason the Object
keymap was split in 2, modal and non-modal. On TABkey, the
view3d listener removes and adds maps.
The view3d keymap still handles generic mouse/border selection.
Internally it will verify modes.
The modes are not re-implemented still... have to move this
to scene context.
Undo editmode and global undo code back.
It's now called ED_undo_push() btw, but don't worry, for operators
this is going to be a simple operator flag, so you can remove the
old calls from all tools (but keep them when you directly change
data outide modifiers).
Will put undo back functional tomorrow