Commit Graph

37 Commits

Author SHA1 Message Date
2e2dc9b9e3 Refactor translation code out of blenfont
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-18 07:01:26 +10:00
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
289960787e Fix UI glitches drawing text at different sizes
Font height was ignoring DPI in some cases (camera-name & eyedropper).
2015-01-20 15:50:20 +11:00
09eec627ed UI: cleanup UI_fontstyle_string_width, UI_draw_string
Both were maked as temp, but used often.

Now pass uiFontStyle to both, rename UI_draw_string to UI_fontstyle_draw_simple,
since its a variant of UI_fontstyle_draw that skips shadow, align... etc.
2015-01-20 15:50:20 +11:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
5c6e333780 UI Refactor T41640
Make the UI API more consistent and reduce confusion with some naming.

mainly:
- API function calls
- enum values

some internal static functions have been left for now
2014-11-10 23:06:54 +01:00
f745564e4e GSOC 2013 paint
Yep, at last it's here!

There are a few minor issues remaining but development can go on in
master after discussion at blender institute.

For full list of features see:

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting

Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
2014-07-21 12:02:05 +02:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
621bf47e91 Docs: doxygen file descriptions for BLF, GPU and WM 2014-01-19 23:15:25 +11:00
af93ebcb50 Code Cleanup: style and redundant casts 2014-01-16 19:15:53 +11:00
5afc2a9a44 Code cleanup: assign win size to const vars and some renaming 2013-12-11 13:07:00 +11:00
8dc80e9d73 Style Cleanup 2013-12-10 13:45:17 +11:00
8a54336ff7 Fix T36976: drag and drop tooltip not working with retina and drawing off
screen near top of the window.

The code here was not updated for retina / DPI changes yet. The tooltip also
could draw off screen when dragging to a button at the top of the window, now
it places the tooltip lower in such cases.

Offscreen drawing fix is based on patch by Antony Riakiotakis.
2013-11-26 21:36:53 +01:00
81c957da6a fix for incorrect size passed to BLI_strncpy(). 2013-10-07 19:45:13 +00:00
35cd649c66 rename cursor setting functions to make modal set/restore more clearly related functions. 2013-09-06 22:34:29 +00:00
9c49e71216 Bunch of fixes for GLSL display transform
- GLSL shader wasn't aware of alpha predivide option,
  always assuming alpha is straight. Gave wrong results
  when displaying transparent float buffers.

- GLSL display wasn't aware of float buffers with number
  of channels different from 4, crashing when trying to
  display image with different number of channels.

  This required a bit larger changes, namely now it's
  possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
  to glaDrawPixelsTex, This also implied adding format to
  glaDrawPixelsAuto and modifying all places where this
  functions are called.

  Now GLSL will handle both 3 and 4 channels buffers,
  single channel images are handled by CPU.

- Replaced hack for render result displaying with a bit
  different hack.

  Namely CPU conversion will happen only during render,
  once render is done GLSL would be used for displaying
  render result on a screen.

  This is so because of the way renderer updates parts
  of the image -- it happens without respect to active
  render layer in image user. This is harmless because
  only display buffer is modifying, but this is tricky
  because we don't have original buffer opened during
  rendering.

  One more related fix here was about when rendering
  multiple layers, wrong image would be displaying when
  rendering is done. Added a signal to invalidate
  display buffer once rendering is done (only happens
  when using multiple layers). This solves issue with
  wrong buffer stuck on the display when using regular
  CPU display space transform and if GLSL is available
  it'll make image displayed with a GLSL shader.

- As an additional change, byte buffers now also uses
  GLSL display transform.

  So now only dutehr and RGB curves are stoppers for
  using GLSL for all kind of display transforms.
2013-04-03 15:59:54 +00:00
66a35e089a Fix for "draw images as texture"
Zooming in on images in Image window now shows pixels again (was filtered).

Now the glaDrawPixelsTex() and glaDrawPixelsAuto() have an argument to 
define if images should zoom in with linear filter, or draw pixels.
2013-03-17 17:32:45 +00:00
aaa8a13c49 code cleanup: use const events for modal and invoke operators. 2013-03-13 09:03:46 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
310c0b9f10 Fixed another bunch of i18n bugs (thx to Leon Cheung for spotting them), among which:
* Drag'n'drop translation in Outliner
* "Execute" button in file window
* "Labels" of spacing elements, in multi-column enums
* A glitch with nodes "Value to RGB", they where called "ColorRamp" in node_type_base() call. This is not definitive, though, as it appears that UI node names are determined by this call, while it should be by "defines" in rna_nodetrre_types.h, I guess... Anyway, not good to have such things in two different places!

Also moved default context name under BLF_translation.h, much better to have those all in one place, accessible from whole Blender code!
2012-04-14 15:06:41 +00:00
ae654301b0 style cleanup: wm, mosyly adding space around ops 2012-03-27 01:24:16 +00:00
5a90ea77bc style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:24:53 +00:00
2f348d8b5d style cleanup: mainly for mesh code, also some WM function use. 2012-03-24 02:51:46 +00:00
ea467d3228 use FILE_MAX instead of 240 or comment where define cant be used. 2012-01-16 05:52:33 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
5fdbfbaf3a replace magic numbers for flags for uiSetRoundBox(); 2011-09-11 06:41:09 +00:00
Nathan Letwory
60b22c5d12 doxygen: blender/windowmanager tagged. 2011-02-25 14:04:21 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
a0ce28d731 Drag & drop feature:
You now can drop a .blend inside blender window to open it.

Implementation notes:
- Added call to extract icon type for files. Code re-used from
  space_file
- External files that get dropped set icon types too.
  Drop box polls can check for this.
- Also enabled setting op-context for drop operators, this was
  needed to prevent filewindow to open.
2010-12-17 19:05:34 +00:00
263830f000 Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for 'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-12-03 17:05:21 +00:00
51dcbdde03 use 'const char *' by default with RNA functions except when the value is flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.

Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-11-17 09:45:45 +00:00
96b138d98b added include for offsetof(), also use <string.h>, not "string.h" 2010-08-13 15:26:37 +00:00
8f5438dcd4 Fix [#21775] Double-clicking icons in the file browser doesn't open files
Complicated issue, but this should be correct, and testing goes fine. fingers crossed.
2010-04-01 01:27:22 +00:00
26736ac0f0 remove unused rna includes 2010-03-24 09:51:32 +00:00
42ac4a3e7d Fix syntax for ID keyword. 2010-03-21 01:14:04 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
b119ce5fcc Drag and drop 2.5 integration! Finally, slashdot regulars can use
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.
2010-01-26 18:18:21 +00:00