- Icons for brushes disabled List Box to work (paint buttons)
- Mouse-release in secondary Blender windows didn't get registered
in window where mouse-press initiated.
And fixed annoyance: adding image strip makes it 25 frames long, so
you can drag and extend it easily.
The 'save over' popup was only appearing based on a string comparison of the operator name ("Save"). Changed this to use a hidden operator property: "check_existing". Python operators must
have this property for the file selector confirmation too.
This property can also be set to false, to prevent checking for existing files, useful in the File->Save menu item to prevent the dangerously missable confirmation popup.
Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
Now it's a bit more robust, tagging images with profiles when they're loaded,
which then get interpreted later on by conversion functions. Just Linear RGB
and sRGB profiles at the moment, same as before.
This commit fixes Martin's problem with EXRs and Multilayer images loading/
saving too dark, and it also makes the sequence editor work correctly with it too.
Also fixes:
[#19647] gamma correction with color management is reset when resetting Curve
[#19454] 2.5: Dither does not work when Color management is enabled
* Fixed Driver version-patching code to work correctly again with the new system.
* Fix for bug #20484, by adding a new driver variable type ('Transform Channel') which makes it easier to use object/bone transforms as in the past. The main differences with using this (compared with the 'Single Prop' type) are that this allows for 'final' transforms to get used instead (i.e. constraints are also taken into account), and also that this variable type can only be used for transforms (more limited scope -> less flexibility -> point-n-click goodies can follow). Mancandy now loads correctly again.
* Added toggle for local vs worldspace transforms when working with Rot/Loc Diff variable types, and also for the newly added Transform Channel
* Removed some dead code from sequencer...
- appending scenes would not append the sound and scene ID's for sequence strips
- reload button in sequence header now reloads sounds as well.
- redrawing the sequence image view didnt work while plaing (unless play was activated from that region)
- generic functions for running a callback on sequence strips recursively. seqbase_recursive_apply() and seq_recursive_apply()
- bind marker with camera was set to home key, use Ctrl+B instead.
- multiple pastes after copying
- clear the sound handle when copying (was crashing)
- allow seq freeing without a scene (assumes seq strip isnt active and sound handle isnt set)
- free clipboard sequences on exit
- paste sequence strips using the relative playhead location from when they were copied.
TODO
- check scene pointers on paste
- detect overlaps after paste
these expose the final start and end after offsets are applied. when set this is like grabbing the handle and moving it.
* made swapping strips shuffle effects and check for overlap.
Separated preview drawing into own ARegion, this should make using View2D possible
The Sequencer now has three view types: Sequencer, Preview and split Sequencer/Preview.
Changing the preview can be done either by the combobox in the header or toggling through those types with CTRL+TAB.
Notes:
* Icon for split Sequencer/Preview view missing still.
* Naming items in the comboboxes can be improved (just Preview instead of Image Preview?)
Next steps:
* bringing back View2D handling (zoom/pan) for image preview
* experimenting with splitting the Preview ARegion for In/Out editing
* Sound strips now respect metastrips for muting. That means they
are muted if the metastrip is muted, and don't play when located
outside of the current metastrip.
* Operators now use notifiers instead of redraw tagging, added a
separate notifier for selection as well, but that is not used to
do less redraws yet.
Brought back default effect fading: (adding a wipe effect makes it
wipe by default for the length of the strip)
First round in upgrading IPOs from older versions. (works for non-IPO
case now and sets at least the new "default effect fade"-flag)
Still non-working for old IPOs, since Sequence-Strips aren't real IDs!
And: non-frame-lock case should stretch the FCurve to the right length!
This contains two entries - one which calls the region flip operator, and one which calls the maxmize area operator.
Unfortunately, there seem to be some context issues which are causing the wrong region to get activated for use by the region flipping, meaning that nothing happens.
Also, fixed own typo in 3d-view header/menu code...
- Started cleaning up the sequencer drawing code by firstly decoupling the different draw modes from each other (i.e. timeline view doesn't call image view).
- Also separated out a few distinct few phases in sequencer-timeline drawing into different functions instead of being lumped in the single one. Recoded part of this to make it less ugly too...
- Made markers get drawn again in the sequencer timeline view
only implimented min/max precision & step.
at the moment there is no way to edit these other then via python
example of setting UI limits...
>>> C.object['foo'] = 0.5
>>> C.object['_RNA_UI'] = {'foo': {'step': 0.5, 'soft_max': 10.0, 'soft_min': 0.0, 'precision': 2, 'description': 'Some setting'}}
Also fixed typo's: precission -> precision
* Snapping strips now works with the hotkey Shift-S as in the rest of Blender
* Preview Range works in Sequencer now (the operators for setting, clearing, and also drawing)
* Related to the Preview Range for Sequencer, toggling the time-display mode also works
* Preview Range Set operator now works again, after the modal keymaps change for borderselect broke it. Also sends correct notifiers now after bein called.
- more api like functions for adding movie, sound & images (easier to use from pyrna api)
- operators share more settings
- renamed get_last_seq() to active_seq_get() - same for set.
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
* new operator: set rendersize (SEQUENCE_OT_rendersize) sets the render output size in the current scene to the size of the active sequence strip
* works for movies and images right now
* TODO: currently only works if image or movie strip has been loaded (as in showing the preview for example) - reason is that otherwise the size is not initialized in the strip
Swap active sequence with the sequence on the right (CTRL+R) or left (CTRL+L).
was small Durian wish.
Note: in find_next_prev removed the code to find selected only if sel was != 0
I believe it should be possible to pass -1 in the case I want to find the next strip
regardless of selection state.