- operator that rips current area into new window
- implemented on the window level.
- sets C->area in current context if necessary
== fix ==
- small bugfix: missing return in WM_event_add_keymap_handler
==========
* 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.
After check this a little more I make some changes to the
API and now work on the following form:
WM_gesture_init(C, type);
while() {
/* handler event, etc */
/* if something change. */
if(need_update) {
/* update the gesture data and notify about it. */
WM_gesture_update(C, data);
WM_event_add_notifier (.. WM_NOTE_GESTURE_CHANGE ..);
}
}
WM_gesture_end(C, type);
Another of the change is that now the gesture data is a link list
in the window struct, so we can have multiples "gestures" (but
of different type) at the same time.
Also take care that the "gesture data" is reusable, that mean that
only alloc it 1 time and use in all the place, that is
why don't support multiple gesture of the same type, but of course
that can be change.
This is a first implementation of the "gesture manager" system,
the idea is put the WM in a automatic draw mode so we can
implement different "Gesture types" to draw different class
of data (lasso, bound box, etc).
The gesture data is passed through the data field of the notifiers,
i think that we can change this to something like:
WM_gesture_init(C, data); /* put the data in the context. */
while() {
/* send WM_NOTE_GESTURE_CHANGED to update screen */
}
/* send event and free the data in the context. */
WM_gesture_end(C);
Also i add a new operator and event to test the gesture manager.
The new operator is the "border select" function, just press BKEY
in the window and LMB or ESCKEY to exit.
In the case of LMB you can see a print in the console about the
BORDERSELECT event.
All this still need a lot of work, comment are welcome.
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.
Now you can set/get: float, arrays (int and float) and string.
The only special function is OP_get_string, it is special
because return a pointer to the IDProperty data, so you can't
change/resize/free the string.
It's possible "fix" this with:
1) Return a "const char"
2) Return a duplicate string
All this new function are not in use yet, but i make a simple test
with the "move areas" operator (add a property of every type and then
print the result in the other size) and work fine, more test are welcome.
Other thing to check is the new OP_free_property function, because this
properties are only local to the operator, i choice free all this in the
"exit callback" of every operator (only move areas have property now),
so comment about this are welcome too :)
Also add some notes to the WM_api.h file.
This is a simple API around IDProperty to store properties
in the Operator, it is really simple and this first commit
just add support for IDP_INT data type.
Take care that this "properties" are not save yet and you get
some "Error totblock" more with this.
I add some notes to the WM_api.h file, please check this,
comment and ideas are welcome.
- 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