popup appears, saving an extra click
I've separated out the "XXX"-'d event-adding-hack section from the
search-menu code into a separate API function (as recommended there).
This call is used to make sure that textboxes in popups can get
activated by default, to allow typing immediately.
most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
Report was that move-to-layer menu failed. The real cause was
more complex; had to dive deep in the dungeons of the interface
code that handled undos and operators. Found several issues:
- popup menus (like redo operator, color picker) executed again
on a mouse-exit
- far too many buttons were sending undo pushes; even worse, in
the operator redo-panel each button action was pushed twice
- in case operator redo-buttons have own callbacks (like layer
buttons) the redo wasn't working
- layerbutton menu was called without creating a proper undo/redo
case
Things should all work smoother now!
On todo:
- better definition and handling of all versions for operator menus
(four types now, not fun)
also: make operator "do" menu, which on first action does operator
and then switches to redo-ing
- bring back Undo menu, to list the undo stack and jump in it.
- operators need to enable the option OPTYPE_PRESET or 'PRESET' in python.
- hidden properties are not written.
- currently this only works in the file selector (enabled for FBX/OBJ export)
- currently the menu label doesnt change when presets are selected, this is a TODO, not so simple since the UI is defined in C and the label in python.
- presets save in "scripts/presets/operators/*id*/*.py"
Graph editor: submenu for handle type had drawing error.
Seems to be the collumns-separator feature for enum properties?
No time for debugging that, a 5-item menu doesn't need 2 collumns.
For constraints that have 'disabled' flag (because it has invalid
input) the name was drawn in red. Easy to recognize constraints that
stopped working.
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.
- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
eg:
row.prop_search_self(scene, "active", "keying_sets", text="")
...becomes
row.prop_search(scene.keying_sets, "active", scene, "keying_sets", text="")
This is more flexible since it works for other UI functions too.
layout.prop_search_self(), the same as layout.prop_search() except it uses an attribute of the collection.
A number of collections have an 'active' member which couldnt be used with prop_search() and meant we had a mix of active properties being in collections and directly added as properties.
* Changed UI code to display image browser for PROP_IMAGEPATH
* Set the icon_filepath RNA property for brushes to use PROP_IMAGEPATH
* Changed preview icon drawing to ignore unset icons
* Fixed const warnings in brush RNA
- Holding Alt while clocking on the browse button opens a file browser with the containing dir.
- Holding Shift opens the file its self in the default application.
obscure but at least theres a tooltip so its not totally hidden.
- rename 'no_bg' argument to 'emboss' (and negated)
- added 'emboss' option for operator buttons.
- Addon UI Layout slight modifications, changed enable/disable buttons for checkbox, grey out text of disabled addons to make it obvious at a glance whats enabled.
- column expanded enums now align text to the left.
- renamed ui_item_enum_row to ui_item_enum_expand since its used for columns and rows.
C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 and 27683 by Campbell from render25 branch)
C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 by Campbell from render25 branch)
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
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.
Restored the old Eyedropper tool from the 2.4 colour picker. Now it's an operator,
working nicely using rna properties (fixes#19475 and some todo items)
This ended up being a bit more work than expected, it involved converting the
colour picker to use RNA properties directly, rather than temporary values. This has
several advantages, including being able to type in RGB values greater than 1,
however there are still some redraw issues with sliders.
Also removed the alternate color pickers after this time spent testing, the current one
should be sufficient, or alternatives to the wheel can possibly become preferences
in the current design.
Converting the picker to RNA also made it very trivial to make a cool new
ColorWheel template, which can be embedded in UI layouts. I've enabled it already
in texture/vertex paint brush properties and the sequence editor color correction:
http://mke3.net/blender/devel/2.5/colorwheels.jpg
This changes how textures are accessed from Brushes, with the intention of simplifying
the workflow, and reducing the amount of clicking. Rather than the previous texture slots
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather
than taking time having to set up your slots in advance, you can now select and change
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can
be used, or for fast access, it's easy to make a duplicate of your brush with the texture
you like and assign a hotkey.
Brush textures can now be chosen from a new Textures panel in the brush tool
properties - click on the thumbnail to open a texture selector. This is done using a new
variation on the ID template - the number of rows and columns to display in the popup
can be customised in the UI scripts.
* Moved 'change shortcut' (previously directly RMB on menu items) to a context-menu item, and added Remove Shortcut and Add Shortcut. This is all available now in a RMB context menu for operator buttons and menu entries.
* Renamed a bunch of key maps to be consistent with UI names, and human-readable. Since these key map names are now being directly used in the UI for people to find things, they should be understandable and in plain language.
This renaming may break some older saved key map setups - though previously saved .b25.blends should convert over ok. Exported .py files may need some find/replacing - in this commit check the changes in resources.c to see what's changed.
Now the key maps are displayed in a hierarchical list which you can
browse through. As well as in the main list, modal key maps are also
available in context, for example, if you unfold out a Transform key
map item, you'll be able to fold out and access its modal key map underneath.
More work to do, including search, better operator browsing, etc.
Still need to revise the ordering/hierarchy and clean up naming to be
consistent too, it's a bit of an 'evolved' mess right now.
Thanks to theeth for some initial work here too.