- Simplified and cleaned previous border code
It was a bit too complex, too many data manipulations
Original idea was to have WM API calls to manage border, circle, lines,
lasso, etc. This now means that WM provides callbacks for custom operators,
so it's very easy to make them. Check bottom of screen_edit.c for an
example.
Currently two borders were coded; with and without cross hair.
Press Bkey in any area-region to test it (note: time window has wrong matrix!)
Some specs to note:
- gestures are in region space, and draw 'over'. That latter still needs some
work when we do real composites.
- only the active region is redrawn.
- on todo is the generic gesture engine for 'tweak' or like how currently grab
gestures in Blender work. These will be configurable per area-region, and WM
then will send the proper "Gesture Event" with properties (N, S, E, W, etc)
to which you then can assign operators. Such events will be generated with low
priority, so other handlers who swallowed mouse events have preference.
- moved from WM to Screen code (it uses active area)
- less code :) result of cleaning some calls
- added WM_window_open() to WM API for this
- now opens new window on top of area, and leaves old screen unaffected
(simple, atomic, the 'do not think for user' convention :)
- cleaned up join and split operations. Most noticable is operator callback
design, which should make a design based on user-less exec() first, then
wrap invoke() and modal() around it. The exec() should be callable with
only Context and properties.
- split now works again; and inversed as previously, if you drag from a
triangle (action zone) inside area it subdivides area as expected.
- dragging from triangle outside area, over an edge, joins areas
- split has been simplified, it had too many options... it could just work
simpler (now)
- 'action zone' now is an operator itself, a widget sending an ACTIONZONE event,
which can be handled by others (so other gestures can be added in action zone
too)
Still evaluating:
- context gets set where?
- code structure confuses... what are proper functions for operators?
- what is WM... should low level screen stuff more there?
- when do you send event, notifier?
- files grow to large, will clean
Oh yeah and docs, docs, docs. Coming! :)
==========
* Changed wmOperatorType, removing init/exit callbacks and adding cancel
callback, removed default storage in favor of properties. Defined return
values for exec/invoke/modal/cancel.
* Don't allocate operator on the stack, and removed operator copy for
handlers. Now it frees based on return values from callbacks, and just
keeps a wmOperator on the heap. Also it now registers after the operator
is fully finished, to get the correct final properties.
* Changed OP_get_* functions to return 1 if the property is found and 0
otherwise, gives more readable code in my opinion. Added OP_verify_*
functions to quickly check if the property is available and set if it's
not, that's common for exec/invoke.
* Removed WM_operatortypelist_append in favor of WM_operatortype_append
which takes a function pointer instead of a list, avoids macro's and
duplicating code.
* Fix a crash where the handler would still be used while it was freed by
the operator.
* Spacetypes now have operatortypes() and keymap() callbacks to abstract
them a bit more.
* Renamed C->curarea to C->area for consistency. Removed View3D/View2D/
SpaceIpo from bContext, seems bad to keep these.
* Set context variables like window/screen/area/region to NULL again when
leaving that context, instead of leaving the pointers there.
* Added if(G.f & G_DEBUG) for many of the prints, makes output a bit
cleaner and easier to debug.
* Fixed priority of the editors/interface module in scons, would otherwise
give link errors.
* Added start of generic view2d api.
* Added space_time with some basic drawing and a single operator to change
the frame.
add split area to screen manager
- RMB+ALT down on area edge activates
- mouse move interactively to area that is to be removed
- LMB to confirm, ESC to cancel
TODO:
- notifications for interactive drawing to mark area to remove
Some fixes
- uninitialized var warning.
- exit function of operators need to run before modal handler is removed if operator is used there.
- replaced MEM_mallocN with MEM_callocN to get rid of uninitialized mem for wmOperator.
- respect return value of wm_handler_operator_call() and break out of operator handling.
This commit adds split area to the window/screen manager.
- RMB down on area edge activates
- mouse move interactively moves areas through new edge.
- RMB up to confirm action
- ESCKEY or LMB to cancel.
This still crashes in some situations, but I'm on it!
Also will start using new operator property system by bdiego
- on mouse-over edge, you can drag area borders around.
- note it's a handerized system now, so it updates UI while you
move mouse.
Feedback needed:
- read bottom part of the screen_edit.c file. It's the proposed
method for adding tools and handlers. I think it's close, but
might need some tweaks.
- removed editors/area and put this all in screen
- added first python calls (note, a new c file for scriptlinks)
- added view3d editor callbacks (no drawing yet)
- added files in editors/interface
(Cmake and Scons has to be fixed, help welcome!)
- now areas/headers are being converted on file read
- note: previously saved 2.50 files will crash!!! (.B.blend)
- area regions are being drawn, first handler for cursor added (on edge)
- window duplicate and scale works correct for screen subdiv
Todos for me:
- need to fix things in syntax (function names) a bit still
- more operators for screen
- define how Context will work... still unresolved when it gets set
- docs!
Reviews of code structure is welcome!
There are also more todos now for others, but it can wait a couple of days