* Clean up File menu, added back recover last session op.
* .blend compress now behaves a bit different, previously
it would only respect the user preference. Now it saves
existing files the same way they are saved, and new files
following the user preference. The save operator has a
Compress toggle in the file browser left panels now.
* Add menu working again, some fixes to make these operators
work outside the 3d view were needed.
* Timeline menu removed, its contents will be moved to the
timeline header menus.
* Game menu can now start game, changed the start game op
to choose another 3d view if none is available.
* Render menu has a few items now.
* Help menu contains a few links again.
This adds a RenderEngine type to RNA, which can be subclassed
in python (c++ will follow once we support subclassing there).
It's very basic, but plugs into the pipeline nicely. Two example
scripts:
http://www.pasteall.org/6635/pythonhttp://www.pasteall.org/6636/python
Issues:
* Render runs in a separate thread, and there is unrestricted
access, so it's possible to crash blender with unsafe access.
* Save buffers and full sample are not supported yet.
Modal keymaps.
I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support.
The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way.
This system also allows to still handle hardcoded own events.
Tech doc:
1) define keymap
- Create map with unique name, WM_modalkeymap_add()
- Give map property definitions (EnumPropertyItem *)
This only for UI, so user can get information on available options
2) items
- WM_modalkeymap_add_item(): give it an enum value for events
3) activate
- In keymap definition code, assign the modal keymap to operatortype
WM_modalkeymap_assign()
4) event manager
- The event handler will check for modal keymap, if so:
- If the modal map has a match:
- Sets event->type to EVT_MODAL_MAP
- Sets event->val to the enum value
5) modal handler
- If event type is EVT_MODAL_MAP:
- Check event->val, handle it
- Other events can just be handled still
Two examples added in the code:
editors/transform/transform.c: transform_modal_keymap()
editors/screen/screen_ops.c: keymap_modal_set()
Also: to support 'key release' the define KM_RELEASE now is officially
used in event manager, this is not '0', so don't check key events with
the old convention if(event->val) but use if(event->val==KM_PRESS)
- add a warning when an operator name is NULL, set it to a dummy name to prevent crash. POSE_OT_constraints_clear had its name commented (not sure why)
- rna_Object_parent_type_itemf wasnt checking for context being NULL, needed for docs else it crashes.
- bpy.ops.add/remove didnt show up in a dir(bpy.ops)
this works for the calling operators from python and using the RNA api.
bpy.ops.CONSOLE_exec() is now bpy.ops.console.exec()
eg.
split.itemO("PARTICLE_OT_editable_set", text="Free Edit") becomes... split.itemO("particle.editable_set", text="Free Edit")
For now any operator thats called checks if its missing _OT_ and assumes its python syntax and converts it before doing the lookup.
bpy.ops is a python class in release/ui/bpy_ops.py which does the fake submodules and conversion, the C operator api is at bpy.__ops__
personally Id still rather rename C id-names not to contain the _OT_ text which would avoid the conversion, its called a lot since the UI has to convert the operators.
- Set View2D operators not to register, got in the way a lot with the console.
- Made autocomplete Ctrl+Enter so Tab can be used.
- Should work with python 2.5 now. (patch from Vilda)
- Moved report struct definitions into DNA_windowmanager_types.h, could also have DNA_report_types.h however the reports are not saved, its just needed so the report list can be used in the wmWindowManager struct. Fixes a crash reported by ZanQdo.
- Store the report message length in the report so calculating the total height including word wrap is not so slow.
* interactive console python console.
* display reports and filter types. defaults to operator display so you can see the python commands for tools as you use them,
eventually it should be possible to select commands and make macto/tools from them.
Example use of autocomp. b<tab>, bpy.<tab>, bpy.<tab>, bpy.data.<tab> etc.
basic instructions are printed when opening the console.
Details...
* Console exec and autocomp are done with operators written in python.
* added CTX_wm_reports() to get the global report list.
* The window manager had a report ListBase but reports have their own struct, switched to allocate and assign when initializing the WM since the type is not available in DNA.
* changed report types flags for easier display filtering.
* added report type RPT_OPERATOR
* logging operators also adds a python-syntax report into CTX_wm_reports() so they can be displayed in the console as well as calling a notifier for console to redraw.
* RnaAPI context.area.tag_redraw() to redraw the current area from a python operator.
Todo...
* better interactions with the console, scrolling, copy/paste.
* the text displayed doesnt load back.
* colors need to be themed.
* scroll limit needs to be a user pref.
* only tested with cmake and scons.
Render usability:
- Option back to render to imagewindow, or fullscreen.
The latter is default. Setting is stored in Scene.
- Added button in output panel, the option "to new window" will follow!
- F11 again toggles render view
(moved MS Windows "full screen" to shift+F11 for now)
I've gone through all the Animation Editor operators, making sure they send appropriate notifiers, and that these notifiers are handled.
* Added a separate category for animation-related notifiers, since the old-style ones attached to specific datatypes only was turning out to be not too feasible.
* For now, the focus has been on making sure that all Animation Editors update when there have been any potentially suitable changes at all. Later on, we can filter these more carefully to only take the ones we really need (for optimisation purposes)
* Pass on mouse location on window leave/enter too, fixing some
issues with button highlights and tooltips.
* When a modal operator runs, grab the mouse cursor so that for
example transform still works when you move your mouse outside
of the window, previously it would just stop then. This is
automatic now for all modal ops, perhaps not always needed?
* Fix for a trailing button highlight issue.
* 3D view Mesh menu works again, but incomplete.
* Add Properties and Toolbar to 3D View menu.
* Added "specials" menus back, vertex/edge/face and general.
* Various fixes in existing mesh operators, some were not working.
* Add MESH_OT_merge.
* Merge all subdivide ops into MESH_OT_subdivide, subdivide code
changes to make smooth + multi give good results.
* Rename all select inverse ops to *_OT_select_inverse.
* Fix "search for unknown operator" prints at startup, and some
warnings in py code.
* Don't run .pyc files on startup.
* Remove unused image window header C code.
* Context panel now draws without header, with arrows, no scene name.
* Softbody vertex group search popup.
* Improve names for autogenerated shortcut keys in menus.
* Make most Select menus in the 3D view header work.
* Fix armature border select selection syncing.
* Add POSE_OT_select_constraint_target,
MESH_OT_select_by_number_vertices, MESH_OT_select_vertex_path.
* Merge mesh select similar into one operator.
* Don't give MESH_OT_select_random Space hotkey.
* Add DAG_object_flush_update to many mesh edit tools, not calling this
will crash with modifiers.
* RNA_def_enum_funcs for dynamic enums in operators, but not very useful
without context yet.
* Fix refresh issue with image window header + editmode.
* Fix drawing of shadow mesh for image painting.
* Remove deprecated uiDefMenuButO and uiDefMenuSep functions.
* Remove keyval.c, code is in wm_keymap.c already.
* Rename WM_operator_redo to WM_operator_props_popup.
* Previous/Next Folder browser
* bugfix: "open most recently opened directory".
* Previous and Next functionalities:
- use BACKSPACE to navigate to previous folders
- use SHIFT+BACKSPACE to navigate forward
- once you change the folder by other ways the forward folder list is cleared
* bug fix: the sfile->params->dir set through ED_fileselect_set_params wasn't correct. According to the code taking the settings from the existing (previous) filebrowser is a temp solution. In that case this is a fix for a temp solution :)
(changes in: wm_event_system.c, filesel.c and ED_fileselect.h)
** Andrea(elubie): we can get away of the folderlist_clear_next test if we manually pass a boolean to file_change_dir (e.g. file_change_dir(sfile, true)). I tried not to mess up with your changes here. It's slightly slower (and maybe hacky) but its's more conservative IMHO.
(my first commit to 2.5 ... that was a good reason to put my paper on hold :p)
Image Window
* Unpack operator now works.
* Some small layout code tweaks.
Info Window Header
* Moved to python UI code.
* template_running_jobs, template_operator_search added.
* Ported external data operators: pack/unpack all, make
paths relative/absolute, find/report missing files.
Also
* Report RPT_INFO too, not only warnings and errors.
* Run UI handle functions after RNA and Operators.
* Rename particle system add/remove operators, to not
include "slot", that's only there for materials because
that's what they are called now in RNA.
* start of filebrowser RNA
* system files, bookmarks, etc. now nicely inside panels to allow collapsing etc.
* filebrowser header now defined in space_filebrowser.py
TODO:
* button type for bookmarks etc. not final yet, at least should get centered still. Suggestions welcome here.
Adding a UI to set the type on startup can be added easily.
# ----
class myPlayer(GameTypes.KX_GameObject):
def die(self):
# ... do stuff ...
self.endObject()
# make an instance
player = myPlayer(gameOb) # gameOb is made invalid now.
player.die()
# ----
One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
- exact (not marked)
- outdated (simulation is not done completely with current settings)
- non-exact (frames were skipped during simulation)
* The parameter "cache step" effects the number of frames between saved cache frames.
- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
- Speeds up the "quick caching" very much.
- Frames between cached frames are interpolated from the cached frames.
- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.
* The caching can work in normal or "quick" mode:
[Normal cache]
- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
- Becomes non-exact: After larger than 1 frame steps.
- Becomes outdated: After any change effecting the simulation other than frame steps.
- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.
[Quick cache]
- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
- Becomes non-exact: Always from frame 1 (unless cache step = 1).
- Becomes outdated: Never.
- Pros/cons: Not very accurate, but super fast!
- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.
* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
- step forwards (to unknown) -> simulate from last exact frame, store result
- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame
* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
- Baking does the same, but runs the simulation all the way to the end of simulation.
- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".
* Cloth simulation supports the new cache too.
Test commit; toolbar has 'add operator' menu in mesh editmode.
Nothing stored, freed here...
Also: removed reading .B.blend, since a much better default has
been compiled in now, prevents confusing testers who run 2.5
for the first time. :) Of course .B25.blend still works.
Part one (of probably many :) of Operator review/validation.
Nothing final nor defined, it's reseach :)
- Added tool buttons in "Toolbar" (Tkey). Just four examples
for objectmode, and six for mesh editmode.
(Review in progress is operator internal state vs context, what
do redo exactly, undo vs redo syncing, when op->invoke or not,
etc. This has to be pinned down exactly and frozen asap)
- On undo, clear redo-operator-stack for now (won't work)
- Added call to better detect active/current view3d region.
ED_view3d_context_rv3d(C)
- Fixed some operators that missed correct redo (add-prim etc).
Later more fun!
check Save Image or Export PLY operator for example.
Also these code changes:
* Added some RNA collection iterator macros to simplify code.
* Fix bpy.props.BoolProperty not working correct.
* Merge uiDefAutoButsRNA/uiDefAutoButsRNA_single into one.
- allow RNA_property_enum_items to take the totitems int pointer as NULL (spares a loop on all the enum items). this change also makes enums types with no enum array crash in some places, could support these though Id rather disallow them, generating docs is a quick way to test for this.
- open recent file operator used and enum to open the recent file without an enum array, changed to an int type.
- added space_logic.py poll functions
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
* 2 new enums event_value_items and event_type_items in RNA_enum_types.h
* WM_key_event_string now uses an RNA enum lookup rather then its own switch statement.
* moved wmEvent from WM_types.h into DNA_windowmanager_types.h
* added RNA_enum_identifier and RNA_enum_name to get strings from an enum value.
* Added icon to property and enum property items. The latter is
responsible for the large number of files changed.
* For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA
as argument instead of a C pointer, instead of doing it implicitly
with the AnyType type.
* Material: properly wrap diffuse/specular param variables, and
rename some things for consistency.
* MaterialTextureSlot: added "enabled" property (ma->septex).
* Image: make animated property editable.
* Image Editor: make some things editable, notifiers, respect state.
* Context: fix issue with screen not being set as ID.
eg, layout.operator_context = 'INVOKE_REGION_WIN'
Needed to set the context that menu item operators are executed in.
fixed missing NULL check with anim system debug printing.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
Preview renders:
- Added proper button type (BUT_EXTRA) for preview buttons, to
handle drawing better. It now first draws an alpha mask, to
ensure the preview is correctly fitting inside the widget style.
It then draws the outline.
- Added protection for executing preview renders while regular
rendering, that's not going to work...
Nice goodie: Preview renders!
- Added new preview.blend, allowing super wide cinemascope previews
- Draws nicely blended inside widget type, rounded corners
- Preview now renders using all available cpus/cores.
- Uses - hopefully rock stable - method, which doesn't copy or
allocate anything for previews, but just uses render API calls.
- Multiple previews are possible! But, added provision in Jobs
manager to only render one preview job at a time. If you start
more preview jobs, they're suspended until it's their turn.
Bugfix: new buttons context code crashed when going full-window.
Tweaks are still needed for notifiers. I have to figure out still
how to retrieve SpaceButs button view types...
Several usablity tweaks:
- Search menu allows ScrollWheel to view items
- Tooltip on button on bottom of window showed wrong
- Tooltips were popping up while draggin (MMB) or scrolling
(wheel). Now they stay away.
- Stolen from Gimp (blame venomgfx for hint!): ScrollWheel allows
to go over menu items and use number buttons, only on mouse-over.
Note for devs: the WM_event_add_mousemove() call (to add a fake
event to bring UI back alive after view changes) now works much
more reliably. It ensures the mouse move is only handled after all
notifiers/redraws were done.
-Many things not yet working properly :)
-Experimental new (hopefully more logical) categorization of buttons, feedback on this is very welcome.
-Separate render & draw types, for example now there is actually a render option "halo" instead of all the different point draw types.
-Particles get recalculated only from buttons that actually change something that has to be recalculated, for example changing visualization doesn't reset particles any more.
-Boid physics buttons are still missing as I'm currently redoing the whole boids code.
-Point caching is still very wip, so baking is not possible for example, but I added a few cache baking flags for rna that were/will be needed for particle buttons logic.
This allows the sequencers Add-Image strip to work like it does in 2.4x.
- as well as setting the "filename" operator property, operators can have collections called "files" and "dirs" which are set when available.
- RNA_OperatorFileListElement as new collection type, its a bit redundant since each item only has a "name" property but its needed since we don't have a string array type.
- the file selector now prints operators it runs.
Tested with python, adding a list of images works to the sequencer works.
bpy.ops.SEQUENCER_OT_image_strip_add(name="MyImages", start_frame=54, channel=2, filename="/somedir/", replace_sel=True, files=[{"name":"test1.png"}, {"name":"test2.png"}])
Search menu:
- Made nicer drawing for popup version of search. It now uses
entire backdrop like pulldowns.
Search boxes for text buttons will use different style still;
if we use this option all over it shouldn't look too intrusive.
- Search menu allows scroll, to view all items. It doesn't cycle
anymore.
- Click outside search menu now cancels
- If a match is in search button, it highlights it. This also
allows ALT+CTRL+F - Enter to redo last op.
- Search popup draws higher when no no space below. No order
flipping!