* template_modifier creates the modifier box, and returns a layout
to put the buttons in.
* Only the armature modifier is now done with python code, all other
modifiers use C code. To convert a modifier to python, remove the
corresponding C code and create a function in DATA_PT_modifiers.
* Some modifiers still require some RNA work to get it working well,
especially to make pointers editable. Mostly that is a matter of
defining an own _set callback and put some of the modifier C code
into it.
* Still various buttons that don't work, like for hooks or mesh
deform binding.
* Fix for crashing decimate modifier (still disabled).
* Removed UI_BUT_NO_HILITE, HMENU.
* Make uiLayoutBox work with align.
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.
* Fix buttons jumping around when resizing and zoom. Part of this was
adding a tiny a 0.001f offset in UI_view2d_view_ortho, otherwise the
rounding is unpredictable (used to be 0.375f, but that was disabled).
* Fix various issues with zooming, panning panels. V2D_LOCKOFS_X/Y is
now taken into account in more places in the view2d code, to avoid
zooming into the center or panning out of the view.
* Remove "Free" align mode in buttons window (it's not really useful).
* View3D/Graph/Image editors now use the same PanelType system as the
buttons window, means some deprecated panel code could be removed.
* Some small visual tweaks for panels.
* View 2D Reset operator (Home key), to reset zoom and panning for panels.
* Added argument to set number buttons as sliders (slider=True for itemR).
* Ignore labels for button alignment (doesn't look right).
* Fix some use of context.main in py scripts, should get data from active
object instead.
* Fix autotexspace -> auto_texspace in py script.
Text drawing in 3D window fixed, using BLF default font (yes, nice AA'ed
fonts too :)
Solved it by gathering all strings that needs to be drawn for an object,
and then draw in end of object drawing, in pixelspace. Also cleaned up
some of the code for projecting 3d coords, much nicer now (mat stored in
region-view3d)
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
- drawing code cleanup
- use of BLF_font in own string drawing, needs to be aligned with uiStyles still.
- thumbnail scaling now done on graphics card via new glaDrawPixelsTexScaled (slightly modified glaDrawPixelsTex)
Cleanup of conventions for icon placement in menus.
Old code only allowed 1 icon per menu, forcing to pass on the sublevel
menu icon with exception handling.
Now sublevel icons are drawn automatically, allowing to add an icon
before name too. (Check shift+a menu)
* Made separator item work horizontal & vertical.
* Add colon (:) automatic for int/float/enum/string.
* Added space variables to uiStyle and use them in the
layout engine.
* Added initial World buttons by Thomas Dinges, thanks!
* Added some code for modifiers in the Object Data context.
This will become a template though.
* Use a common poll() callback in the scripts to reduce code.
Summary of ain features:
- Themes and Styles are now editable.
- CTRL+U "Save user defaults" now goes to new .B25.blend, so you
can use 2.4x and 2.5x next to each other. If B25 doesn't exist, it
reads the regular .B.blend
- Press Tkey in 3d window for (unfinished) toolbar WIP. It now only
shows the last operator, if appropriate.
Nkey properties moved to the other side.
A lot of work was done on removing old themes for good and properly
getting it work with the 2.5 region system. Here's some notes;
- Buttons now all have a complete set of colors, based on button classifications
(See outliner -> user prefs -> Interface
- Theme colors have been extended with basic colors for region types.
Currently colors are defined for Window, Header, List/Channels and
for Button/Tool views.
The screen manager handles this btw, so a TH_BACK will always pick the
right backdrop color.
- Menu backdrops are in in Button theme colors. Floating Panels will be in
the per-space type Themes.
- Styles were added in RNA too, but only for the font settings now.
Only Panel font, widget font and widget-label work now. The 'group label'
will be for templates mostly.
Style settings will be expanded with spacing defaults, label conventions,
etc.
- Label text colors are stored in per-space Theme too, to make sure they fit.
Same goes for Panel title color.
Note that 'shadow' for fonts can conflict with text colors; shadow color is
currently stored in Style... shadow code needs a bit of work still.
* Headers and menus can now be created in python.
* Replaced the uiMenuItem functions to create menus with equivalent
uiItem functions using a layout, removing duplicated code.
* More uiItem functions are now exposed to python.
* The text editor header, panels and one of its menus are now created
in space_text.py.
* Buttons window data context icon new changes depending on active
object.
Issues
* Icons are not wrapped yet, hardcoded ints at the moment.
* The ID browse template is unfinished.
Patch from Joshua, converting Grease Pencil to 2.5.
All GP data now is an ID block, allowing re-use, link and append.
For better contextual control within 2.5, these GP ID's will get
linked to actual data, like NodeTrees, Scenes, Images or Objects.
That will ensure Undo works, and opens up exciting new use cases
as well. :)
Patch note: on reading files, GPencils linked from editors will
get moved to the main library, using standard naming (indicating
where it was used), and with "Fake User" set. That way the user
can manually relink the pencils where appropriate.
We can check on just linking GP to some default, like 3d window
pencils to Scene? Nice to experiment with.
Notes for Joshua:
- for reading old GPencil, it has to use old code as well, meaning
to tread data as "indirect data, within another ID".
- Saving ID data means the chunk in file BHead needs the ID_GD code,
and not "DATA", which indicates 'indirect data'. That's the file
format spec.
- I've added do_versions_gpencil_2_50(), feel free to further tweak
things here, like linking things to scene or so.
- Formerly GPencil saved 2.50 files won't convert gpencil
* For new buttons spaces, automatically set horizontal/vertical
align depending on size, instead of free.
* Cleaned up the UI panel API. There's now a new uiBeginPanel
function which takes a panel type, and a uiEndPanel which takes
the final size. uiNewPanel* functions will be phased out.
* Animate the re-alignment when a panel size changes, e.g. when
enabling dupliframes.
* Load ui scripts from the release/ folder first if it is
available. This makes it easier to edit ui scripts, since it
will directly use the original files which avoids having to
run the build system.
* Improve editing of panel types while blender is open. That
means fixing some issues with lacking updates, overlaps, strange
ordering. It even does an animation now when the panel resizes.
* Don't call generic layout hints templates anymore, i.e.
TemplateRow becomes Row, etc.
* Added more general layout nesting, using uiLayoutSplit()
and uiLayoutBox() functions, for which the sublayouts
can then be accessed using uiLayoutSub(), to put items
in those sublayouts.
* Some steps to make the layout decisions, like which items
to put in which columns, independent of the width of the
window or the text in the buttons. We want the layout to
be stable under resizes and translations.
* Added an "expand" parameter to uiItemR, used now to expand
enums into a row instead of using a menu.
- Fun for testers: Added "Redo Operator" Panel in view3d 'nkey' region.
It's going to be part of tools UI I know, but this will give good
tests of what goes on with operators. I had to add small fixes in
Transform for it already. :)
One important issue to note is that it lists every operator, also from
non-3D-window ops. Needs checked or classified somehow.
- Fix: removed bad 2.4x hack from how pulldown menus were defined. Made
widget code cleaner, and will show menus like SHIFT+A correct now.
* Cleaned up Keyframing API to get eliminate some of the problems faced during the original implementation of PoseLib, thus reducing code redundancy.
* Added new Animato evaluation functions specifically for use by PoseLib.
* Replaced parts of PoseLib code which relied on old animation system to the equivalent code for Animato. Notice the much cleaner + saner + compact code!
Next step is to operatorfy the PoseLib tools (while maintaining possibility for an API to some things) :)
More cleanup!
- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
(was only in use for radiosity buttons)
And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:
- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
a several calls using different args.
Further just added the missing includes, and removed unused vars.
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 :)
* Cleaned up the code for selecting keyframes
* Click-column-select (Alt-RMB) now works
* Also, moved a function used in both Action/DopeSheet and Graph editors to the Animation module
* 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
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?
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.
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.
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!
- 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.
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.
- 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?
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. :)
* 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.
- Register python panels
- Added a generic class checking function BPY_class_validate() for panels/operators.
- No button drawing yet
Brecht, Added RNA_enum_value_from_id() and RNA_enum_id_from_value() to rna_access.c to do lookups between identifiers and values of EnumPropertyItem's, Not sure if these should go here.
When inserting keyframes in the 3D-View (support will be extended to other editors in due course) using the IKEY hotkey, the menu which appears will now consist of 3 parts:
* 'Active Keying Set' - this option allows you to use the user-defined KeyingSet which is active for the current scene (i.e. the one seen in the TimeLine/Outliner headers)
* User defined Keying Sets - a list of all such available KeyingSets is included, and entries can be chosen from there
* Built-In Keying Sets - see later...
To achieve this, several changes needed to be made first:
* Added support for 'relative' in addition to 'absolute' Keying Sets. Relative Keying Sets are Keying Sets which operate on data from the current context (i.e. a 'location' KeyingSet will add location keyframes for selected objects/bones/nodes as opposed to location keyframes for some particular object). The is a tentative 'templates' requirement system here, which still needs to be fully fleshed out.
* Added support for builtin Keying Sets (i.e. 'Location', 'Rotation', 'Scaling', and 'LocRot' as a few initial demonstrations), which replaces the temporary Insert Keyframe operator for the 3D-View (IKEY). These are effectively relative Keying Set definitions which are included in Blender by default and stored in a list separate from user-defined ones. Volunteer help in defining a few more of these for other editors will be welcome soon.
* Removed/replaced much of the crappy temporary Keyframing operator code, though a few tweaks could still be done.
EditMesh *EM_GetEditMesh(Mesh *me);
void EM_EndEditMesh(Mesh *me, EditMesh *em);
as discussed on the mailling list, this is to facilitate migration to bmesh.
next step is to merge this this to the bmesh branch. this was done in the 2.5
branch to prevent too great a divergance.
also, made makesdna/makesrna work on cygwin/msvc2008/scons.
* 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.
* 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.
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.jpghttp://download.blender.org/institute/rt4.jpg