Commit Graph

694 Commits

Author SHA1 Message Date
a87bc73d32 NLA SoC: Transition Strips + Strip Adding Operators + Bugfixes
== Transitions ==
Transition strips are now able to be created + evaluated. Transitions allow for interpolation between the endpoints of two adjacent strips in the same track (i.e. two strips which occur in the same track one after the other, but with a gap between them). 

- The current behaviour when only one endpoint affects some setting is non-optimal, since it appears somewhat inconsistently extend/replace values...
- Transform code needs a few fixes still to deal with these


== Strip Adding Operators ==
* New strips referencing Actions can be added using the Shift-A hotkey while in the strips-area. You must have a track selected first though.  
The new strip will get added, starting from the current frame, in the selected track(s) only if there is enough space to do so. Otherwise, the new strip gets added at the top of the stack in a new track.

* New transition strips can be added with the Shift-T hotkey while in the strips area. You must have two adjacent strips selected for this to work.

== New Backend Methods ==
* Recoded the strip/track adding API to be more flexible
* Added a new method for testing whether F-Curve has any modifiers of with certain attributes. Will be used in a later bugfix...

== Bugfixes ==
- Fixed bug with strip-blending which caused the blending modes to be useless.
- NLA buttons now use proper poll callbacks instead of defining checks
- Commented out missing operator in menus, silencing warnings in console
- Removed obsolete/incorrect comments
2009-06-19 04:45:56 +00:00
74884754d2 NLA SoC: Added menus including the operators coded already 2009-06-12 06:44:49 +00:00
0bef8012bc NLA SoC: Channel ordering change
In response to user-feedback, I've changed the order in which channels appear. Now, the channel ordering is:

- Object/AnimData block
-- Active Action 
-- Last NLA Track
..
..
-- First NLA Track

It is important to note several things still:
1) Active action is applied AFTER the NLA Tracks have been evaluated, not before
2) In this new order, the tracks+active action are shown in the evaluation-stack order, i.e. first thing applied is at the bottom, last is at the top.

As a result, I've switched the view-orientation back so that it works the same way as for DopeSheet/Graph editors (i.e. expands downwards not upwards). This may cause problems loading files saved with older builds of this branch. There are still some lingering problems due to this change which I'll fix in due course.
2009-06-11 05:02:46 +00:00
f0f9034966 NLA SoC: Operator for adding new NLA-Tracks
New tracks can be added in the following ways (with the mouse hovering over the channels-list):
* Shift-A - this will add a new track at the top of the stack (i.e. above all the existing NLA-tracks but below the Active Action) for every AnimData block where there was a selected NLA-Track

* Ctrl-Shift-A - this will add a new track above every selected one
2009-06-11 03:19:08 +00:00
4a29d0c1a3 NLA SoC: 'Split' Operator (YKEY)
Selected NLA Strips are split into two strips, each with half the length of the original strip. 

Possible improvements subject to demand:
- multiple splits?
- splits with variable spacing? (i.e. 3:2, or 1:5).
2009-06-11 02:18:29 +00:00
2f8290434c NLA SoC: Added BorderSelect operators (BKEY and Alt-BKEY)
These work in the same way as the ones in the Action Editor...
2009-06-10 04:43:18 +00:00
abdb8fd94d NLA SoC: Added simple delete-strips operator (XKEY/DELKEY) 2009-06-09 12:28:49 +00:00
ca5ff43b1f NLA SoC: Improved anim-channel filtering flags for NLA so that channels don't need to be checked to be NLA-Tracks before being used. 2009-06-09 12:28:10 +00:00
096e2f0b5a NLA SoC: Transform tools for NLA
This commit restores transform support for NLA. Grab, scale, 'extend', and tweak (i.e. grab by just click+dragging) are implemented. 

Notes:
- As soon as one end of a strip touches another adjacent strip (within the same track), that end stops moving. This has been done to avoid the situation where overlapping strips within the same track (which is not allowed) might be caused by transforms.
- Made some changes to the RNA setters for the strip extents so that the validation above could take place (and other necessary changes on a per-strip basis could also occur).

TODO's ?
- Strips cannot be transferred from track to track using transforms. I've yet to decide whether this needs to be done, or whether a separate operator will suffice.
- What happens to the range of Actions used when the strips change sizes unexpectedly (i.e. the no-overlap condition above)? Currently range stays the same, but this doesn't always seem desirable?
2009-06-09 11:26:45 +00:00
4b8b9b222e NLA SoC: Added buttons in NKEY region for NLA Editor
- Most of the settings wrapped in RNA have been exposed here using the new layout engine stuff from Brecht (C-API). I've tried to maintain a hierarchy of high-level (owner, generic-settings) to low-level (children, specialised-settings) here, which seems to be the prevailing guidelines?
(It took a while to try to understand how this all fitted together, since there were no clear examples on how to use this anywhere)

- NLA-Strip Modifiers have not been exposed yet. They still use the old-style drawing, which may/may not be compatible here.

- Fixed a bug with how the notifiers from this panel get sent. I really don't know how the compiler would have missed the undeclared pointer that was being used ('ob').
2009-06-09 04:39:33 +00:00
39ff455eec NLA SoC: Added button for entering/exiting TweakMode
- Should the icons used for this be reversed?
2009-06-08 01:07:19 +00:00
019baf8b8f NLA SoC: Adding skeleton code for a buttons region in NLA
If anyone's doing any testing at this point, please check if this works ok for files with new/old NLA Editors, as I was having some problems with one of my testing (saved from this branch) files with this.
2009-06-07 11:37:15 +00:00
43c7c15e2b NLA SoC: 2 little tweaks
- Evaluation times for strips are now strictly clamped to the endpoints of the strips - i.e. if a strip has 'extend' on, the strip's evaluation time won't continue to change as time changes

- New NLA Editor instances now have auto-snapping turned on by default (as they should)
2009-06-07 07:04:31 +00:00
4e1bb5a806 NLA SoC: Action-line is now drawn with green colouring when a strip is being tweaked to show the relationship between them. 2009-06-06 04:44:18 +00:00
308b567e9c NLA SoC: NLA-Evaluation Bugfixes
* Fixed an evil bug where the last frame of a strip was always incorrectly evaluated. 
This was because these frames were not being included in the strip's 'range' as defined by the IN_RANGE() testing macro, which only considers the given range as an open interval (i.e. non-inclusive of boundary points). I've added a new macro, IN_RANGE_INCL(), which is inclusive of boundary points, since this is a common test in many other parts of the code.

* When an AnimData block is in 'tweaking' mode, the tracks following (and including the active track) are now correctly skipped during evaluation. 

* Finished coding the option of setting a single NLA-track per NLA-block to play 'solo' (i.e. only that track is enabled for evaluation). 
To enable this, simply click on one of the grey 'dots' beside the NLA-track names, turning this dot yellow. The 'yellow' dot means that the track will play by itself (even the 'active action' gets silenced). Only one track per AnimData block can play solo at a time. To disable, simply click on the 'yellow' dot again. 
NOTE: this currently uses the View3D layer-status icons. We probably need some special ones for these later (coloured vs grey star?)

* Also (not related to evaluation) made the selection operators for the NLA Editor only work when not in tweaking mode, since in tweaking mode they can potentially result in data being resolved inappropriately when leaving tweaking mode.
2009-06-05 11:51:27 +00:00
5c21c176fa NLA SoC: Operators for 'tweaking' strip actions (TAB-Key for both)
In this commit, I've introduced the mechanism by which actions already referenced by strips used in the NLA can be edited (or 'tweaked'). To use, simply select a strip you wish to edit, and hit that TAB key to start tweaking that strip's action, and hit TAB again once you're done.


What happens when you enter 'tweak mode':
1) The action of the active strip temporarily becomes the 'active action' of the AnimData block. You are now able to edit this in one of the Animation Editors (DopeSheet/Action, Graph Editors) as per normal (i.e. sliding keyframes around, inserting keyframes, etc.). The 'action-line' will therefore get drawn immediately above the active track containing the active strip, so that it's clear that that's what we're editing.

2) All the NLA-tracks (and all the strips within them) that occur after the track that the active strip lived in get disabled while you're in tweakmode. This is equivalent to travelling back to an earlier state in a construction history stack.

3) The active NLA track also gets disabled while in tweakmode, since it would otherwise interfere with the correct functioning of the tweaking for the action of interest.

4) The 'real' active action (i.e. the one displaced by the active strip's action) gets put into temp storage, and will be restored after you exit tweakmode.

5) Any strips which also reference the action being tweaked will get highlighted in red shading to indicate that you may be making some changes to the action which you don't really want to make for the other users too.


Please note though, that this is only a rough prototype of this functionality, with some niceties still to come. i.e.:
* NLA-tracks after the active track should still get drawn above the 'tweaking action line', but perhaps with different appearance?
* Various tools will still need awareness of this to prevent corrupting operations from taking place. How to proceed is still undecided...
* When exiting tweak-mode, the strip the action came from still needs some form of syncing with the modified action... there are a few tricky issues here that will need to be solved
* Evaluation code doesn't totally take this into account yet...

---
Also, fixed a number of bugs with various code (notably selection, and also a few drawing bugs)
2009-06-05 05:18:07 +00:00
f6cac5bec7 NLA SoC: More Drawing Tweaks
* Following user feedback, I've increased the separation between normal NLA-tracks and the 'action lines' to try and differentiate them more. This hopefully this will be sufficient, otherwise, I'm going to have to abandon the use of nice, generic channel-identification code for lists of channels...

* Improved drawing of 'active' strips. 
- Now, the active strip (when NOT being 'tweaked') will be simply drawn as a yellow strip + a white border. 
- The active strip (when BEING 'tweaked') will now be greenish + a white border. The colour here may be tweakable, but we'll see...

* Strip extrapolation modes (hold, etc.) are now visualised as rects with alpha and the same colour as the strip they belong to.

* Selecting strips now makes them 'active' (and deactivates the others). Only one strip can be active at a time. Still need to figure out precisely how this will work with multiple AnimData blocks + NLA-'tweaking'.

* Fixed view-matrix bug introduced in last commit for text drawing. For now, we'll just reset the view matrix after doing that, since it's not too acceptable to move these calls to the end yet, as they should get overlapped by some other editor features (such as the Current Frame indicator)
2009-06-03 11:22:49 +00:00
8afd6a9dc5 NLA SoC: Added basic info-text drawing on strips
The format of these is still rather experimental.
2009-06-02 13:03:33 +00:00
33267f5858 NLA SoC: Basic selection operators
* Added click-select/left-right select and deselect all/invert all selection operators. For now, these basic operators will suffice (more advanced selection operators will be coded at a later stage).

* Fixed a few bugs in DopeSheet found while coding the relevant tools for NLA. 

* Added custom border-select operator for NLA channels (since the standard one assumes negative direction channel order)

* Added new API-method for NLA strips to check if the strip occurs within a given range, since this test needed to be performed in a few places...

* Tweaked the NLA Editor View2D ranges a bit to give saner default sizing. This still isn't right yet though.
2009-05-31 11:14:50 +00:00
c42eeddea4 NLA SoC: Bugfixes + Improvements to 'Push Down' track-selection
* Trying to save no longer crashes in some cases when the NLA Editor was open with some data. The sanity check added in filesel.c might be able to be backported to 2.5? (Elubie, please check)

* NLA-track names now get drawn with the correct colours for identifying themselves as being selected or not selected.

* Now the 'push down' functionality for actions will try to add the new strip to the last NLA track, provided it has space in the range required. 
* When new strips are added, they will only be allowed to extrapolate before/after if they are the first (time-wise) strip for the set of NLA data per AnimData block. This stops layered strips overriding strips that occurred in earlier tracks at earlier times.
2009-05-31 04:52:20 +00:00
2e85686fe3 NLA SoC: Fixes (UI, evaluation?)
* Fixed some bugs which meant that NLA-strips weren't getting drawn
* Removed some debugging code
* Fixed bug with Action-line disappearing after 'pushing down' actions 
* Fixed bug where Objects with no animation data showed up in NLA 
* Tried fixing a bug where NLA-strips were evaluated erratically. I have a feeling that there are some rounding errors I'll need to pay more attention to somewhere :/
2009-05-30 12:40:07 +00:00
aa4d64d7ff NLA SoC: Bugfixes for previous commit
* Compile fix in nla_draw.c 
* Not totally correct yet, but now NLA-tracks get drawn too after action 'push-down'
2009-05-30 11:05:29 +00:00
32d0533f78 NLA SoC: More UI work + 'Push down' tool
'UI Work'
* Added more drawing code for drawing NLA data 
* Made the operators for the 'channel-list' of NLA work. A special version of borderselect for the NLA channel-list (due to the different vertical order) still needs to be coded though.

'Push Down' tool
The active action of each AnimData block, represented by the reddy/orange channel, can be added to the NLA stack as a new action by using the 'snow-flake' icon/button (probably need a special icon for this later). This will add a new NLA track and an NLA strip referencing this action. The AnimData block's 'active action' slot will then be left empty.

(Unfortunately, there still seems to be a bug here, which I'll check on later)
2009-05-30 10:41:41 +00:00
72205f45e4 NLA SoC: Basic Strip drawing
Implemented some basic strip-drawing code with some hardcoded colours. These colours will be made into theme colours at some point, but the aim is to use different colours as indicators of the 'state' of the strip (i.e. active/being tweaked, uses the same action as the strip being tweaked, selected, normal). 

This is not yet usable though...
2009-05-30 00:28:33 +00:00
cee915ab56 NLA SoC: Start of UI Drawing Code for NLA Editor
In this commit, I've only setup the drawing code for the channels list. Only the drawing of the 'active action' dummy-line has been tested so far.
2009-05-29 12:26:47 +00:00
801eeb6423 NLA SoC: Groundwork for NLA UI
Adapted the channel-filtering code for the other animation editors for eventual use by the NLA Editor.
2009-05-25 13:07:54 +00:00
9b1ce6e556 NLA SoC: Part 1 of NLA-Data Management API
In this commit:
* Added code for freeing NLA data now stored in AnimData
* Started writing some utilities for adding NLA data, especially the 'push-down' concept for Actions
* Cleanups of existing code - removal of obsolete NLA code from various places

Next commits/parts:
* File IO code for new-style NLA data
* Version patching for old data to new data
2009-05-22 01:16:26 +00:00
09015aa8ab 2.5
- 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.
2009-04-15 17:53:12 +00:00
5b3d7bfdf6 2.5
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.
2009-04-14 15:59:52 +00:00
1b94cb752c Context
* Made it based on string lookups rather than fixed enum, to make
  it extensible by python scripts.
* Context callbacks now also have to specify RNA type when returning
  pointers or collections. For non-RNA wrapped data, UnknownType can
  be used.
* RNA wrapped context. The WM entries are fixed, for data context
  only main and scene are defined properties. Other data entries have
  to be dynamically looked up.
* I've added some special code in python for the dynamic context
  lookups. Tried to hide it behind RNA but didn't find a clean way to
  do it yet. Still unused/untested.

* Also minor fix for warning about propertional edit property in
  transform code, and fix for usage of operator poll with checking if
  it was NULL.
2009-03-19 19:03:38 +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
66437a62a7 2.5
Font object + editing back.

Was quite some work due to a myriad of globals all over!
Works nicely 100% local now.

To enable a single textedit operator, I've added a new
keymap entry KM_TEXTEDIT, which gives all keyboard events
to the handler. Also had to add a new keymap-add function
to force a keymap handler in beginning of region handlers.
In future this can be used to prioritize handlers.

Also: split off the arrow keys (frame change) to a separate
region level handler. Can be set with default flag in
regiontype->keymapflag ED_KEYMAP_FRAMES
2009-01-23 14:43:25 +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
Nathan Letwory
521fe6739a 2.5 / SCons
New priorities for most libs, at least core. This is still for Blender proper, BGE and such still to come.
2008-12-23 21:20:34 +00:00
Nathan Letwory
eb186d18dc 2.5 / SCons
Blender builds and links on Linux. For now without BGE and its player, 
but that will come. Priorities are still a mess, so expect more commits 
soon.
2008-12-23 20:13:31 +00:00
bac4d10174 2.5
Small area/space api fix: space->new() callbacks now require
Context pointer. Too many cases you want to initialize stuff...

Also: added dummy draw function for NLA channel region, was
too ugly.
2008-12-22 10:09:56 +00:00
63195b0179 2.5
Compile fix; MAXFLOAT is not defined uniformly on platforms.
Note for the coders: 

ED_types.h: has editor wide defines and structs
ED_util.h: has editor wide functions

Both includes also are containing old cruft to get things
to compile (and work), for later cleanup.
2008-12-19 12:48:30 +00:00
dae839639d View2D: More bugfixes
* Added flags to View2D to specify whether the view should have pixel offsets applied (this is able to be specified per axis, just in case the need arises). Currently, this is only used for headers, where the UI elements were not as smooth + round as they could be

* Fixed IPO/Action/NLA so that new instance will show channel lists by default and with scrollers

* Fixed Outliner zoom-in/out on changing windowsize. I didn't notice this on my previous custom .B.blend file, but the problem was apparent in the default setup.
2008-12-18 09:20:29 +00:00
ecc4e55b66 2.5
Context API

This adds the context API as described here. The main practical change
now is that C is not longer directly accessible but has to be accessed
through accessor functions. This basically adds the implementation of
the API and adaption of existing code with some minor changes. The next
task of course is to actually use this design to cleanup of bad level
calls and global access, in blenkernel, blenloader.

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

Error, Warning and Debug Info Reporting

This adds the error reporting API as described here. It should help
clean up error() calls in non-ui code, but eventually can become used
for gathering messages for a console window, and throwing exceptions
in python scripts when an error happens executing something.

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Reports
2008-12-18 02:56:48 +00:00
616edcca12 View2D: Cleanup of presets and fixed errors in various views
Now, preset view configurations are only to be used if they define all (scrollers not included) relevant settings for the view they are set for. This should be less confusing than in the previous situation with V2D_COMMONVIEW_TIMELINE stuff.

One implication of this though, is that all Animation Editors (for example), will have to define their own version of the relatively commonly shared info. However, given the great diversity in the range of settings each have, this should not be too much of an issue.

Also, added a 'standard' view config for main 'window' regions. At this stage, it is recommended that this view config should be used only as a placeholder template on which a set of custom settings could be based. I've put it into use for the buttons window/scripts window/info window so far.
2008-12-17 10:25:02 +00:00
f518fa8ea7 View2D: Presets for Initialising Views
Improved the View2D API so that initialising View2D data in init() callbacks (called on new regions and also on resizing regions) for regions is easier. 

Added a few preset view configurations for use when initialising new views. Views with the V2D_IS_INITIALISED flag set will not be reinitialised in the init() callbacks. Currently, some of these configurations will set/override all settings (like V2D_COMMONVIEW_LIST and V2D_COMMONVIEW_HEADER), while other ones serve a more supplimentary role (i.e. V2D_COMMONVIEW_TIMELINE only sets the x-axis settings, relying on the region to have already set the relevant y-axis settings). 
The future of such supplimentary configurations is yet to be seen, as I'm currently not sure whether they will cause the code to become too confusing, as you'd have to keep track of which settings belong/are set where. So far, only a few areas have been ported to use this. Tomorrow I'll check on a few more.

As this commit touches a lot of files, hopefully there aren't any critical bugs I've missed here.
2008-12-16 11:24:24 +00:00
a1e0868018 2.5
- depricated area "headbutofs" and "headbutlen", which is now fully
  replaced with view2d handling. 
- needed to add header default V2D_ALIGN_NO_NEG_Y, V2D_LOCKOFS_Y seems
  to not do anything atm :) 

- new: running blender in debug (blender -d) will print the current
  handler and operator in use (not mousemove)
2008-12-15 13:23:55 +00:00
21ca594625 View2D: Simplification and documentation of settings
I've gone through and simplified some of the redundant options while documenting the various settings (in the code and also in the Wiki Doc), to make it clearer how to use each option.

'Preset' view-types have yet to be fully implemented, but started groundwork for this. Only some commonly used view configurations will be defined using this method. For all others, they still need to define all relavent view settings themselves (as there's too much variation in terms of the various editor's use of View2D).

IPO Editor now draws with channels on the left, like all other anim editors. Now, how to make this wider...
2008-12-15 11:58:57 +00:00
8be23f9490 2.5
Basics for the remaining 6 spacetypes. 

Note: Andrea prefers to merge SpaceImaSel with SpaceFile
for that I'll provide a good readfile.c patch later
2008-12-14 14:43:08 +00:00