ENORMOUS job Matt has done with the menus! :)
- followed as much as possible order and options in pulldowns, but since
toolbox has more categories, it is split up sometimes.
- did some minor changes in pulldowns to make it more consistant
- not yet: armature & text options...
- not yet: toolbox in other window types
(warning; shift+a now is new... eek!)
- nkey menu for buttonswindow (hex values) couldnt be restored yet, is
for next release
- replaced Nkey in IpoWindow with Panel, this now displays the buttons
that were formerly in 'anim buttons' as well; to view the boundbox
values of all visible curves, and adjust it.
- the new panel also has the 'set speed' option, fixed stuff in it and
added better errorwarning... still not a very well coded tool!
Instructions for how to add panels there:
- add a handler define code in BIF_space.h
- create a menu item that invokes a add_blockhandler()
- add to view3d_blockhandlers() the correct handler for it
- plus create a panel itself, just copy one... it needs some stuff
to get working, docs for that are for later
Aim was to find a simple & easy system, script alike, to add and configure
a toolbox system, so that others can experiment, but also of course Python.
Summary:
- spacebar calls it up. SHIFT+A still does old toolbox
- hold left or rightmouse for 0.4 second, and it pops up as well
this is experimental! Can be tweaked with Userdef var "ThresA"
- it is a little bit complete for Object mode only. Needs still work
at information desing/structure level
- the code works like an engine, interpreting structs like this:
static TBitem addmenu_curve[]= {
{ 0, "Bezier Curve", 0, NULL},
{ 0, "Bezier Circle", 1, NULL},
{ 0, "NURBS Curve", 2, NULL},
{ 0, "NURBS Circle", 3, NULL},
{ 0, "Path", 4, NULL},
{ -1, "", 0, do_info_add_curvemenu}};
- first value is ICON code,
- then name
- return value
- pointer to optional child
last row has -1 to indicate its the last...
plus a callback to event function.
I also built an old toolbox style callback for this:
static TBitem tb_object_select[]= {
{ 0, "Border Select|B", 'b', NULL},
{ 0, "(De)select All|A", 'a', NULL},
{ 0, "Linked...|Shift L", 'L', NULL},
{ 0, "Grouped...|Shift G", 'G', NULL},
{ -1, "", 0, tb_do_hotkey}};
here the return values are put back as hotkeys in mainqueue.
A mainloop can do all context switching, and build menus on the fly.
Meaning, it also allows other designs such as radials...
- removed draw rect from avi coded settings (should become label but)
- changing texture settings, now also updates lamp/material/world
preview when thats open
- uses callback mechanism to tell main drawing routine what to do
- for that reason it doesn't use frontbuffer drawing anymore
and it shows up in all 3d windows as well
- it uses the same colors as for the grid axes (I tweaked it a bit,
this is based at themecolors, and also should work in different
background and grid color)
- I disabled drawing lines through every object or every vertex.
The current display method is clear and not distracting
- when in 'local' transform (double press X/Y/Z), it displays a nice
axis in the center of transform for vertices.
In object-mode, local transform differs per object, so constraint lines
and axes are drawn for each individually...
Also:
- fixed an old bug in rotate transform(). Using a constraint for
rotation (X, Y, Z) didn't work for multiple objects at all!
This is done by disabling the object position refresh call when calculating these constraints. From the tests I did, this doesn't cause any problem at all.
The main point of this is to create pistons and the like.
For coders:
the detect_constraint_loop function now takes an additional parameter that determines the constraint type of the object it's looping from.
- in zbuffer mode, vertices will be blended 50% in... and when you increase
vertex size larger than 2 pixels, it will draw them smaller
- removed all 'wire extra' calls (there were dozens!) and replaced it with
simple call where it belongs.
This drawing mode is becoming nice & stable... maybe something to make
default on for new objects? Makes selecting quite easier...
- Subsurf: in editmode, with new 'Optimal' option set, the mesh itself
will not draw, but instead it draws 'handles' to the vertices. Looks
extremely clean!
- matched drawing of default grid-floor (persp) to ortho grid
- killed drawing vertices outside of main drawing loop, apart from the
routine that uses mouse-selecting. (tekenvertices_ext()). It was an old
optimize routine which became quite useless.
This is only usefull for rotate now, but the axis constraining code has a part that depended on this, so I commit this part first.
For coders:
void constline(float *center, float *dir, int col)
Draw an infinite line on the screen. col is the color argument. It must be cpack compatible
void project_short_infiniteline(float *vec, float *dir, short *adr1, short *adr2);
clips infinite line to screen border
Axis options for TrackTo
LockTrack
FollowPath
Auto creation of TrackTo constraint from Ctrl-T (old track still an option)
Auto creation of FollowPath when parenting to path (Normal parent still an option)
Backward compatibility stuff to convert the per object axis settings to per constraint when a Track constraint is present.
Function to convert old track to constraint (commented out)
Revamped the constraints interface with Matt's work from tuhopuu and the stuff we were discussing earlier.
--------------------
For coders:
unique_constraint_name and *new_constraint_data moved to the kernel (constraint.c)
new Projf function in arithb gives the projection of a vector on another vector
add_new_constraint now takes a constraint type (int) parameter
add_constraint_to_object(bConstraint *con, Object *ob) to link a constraint to an object
add_constraint_to_client(bConstraint *con) to link constraint to current client (object or bone)
add_influence_key_to_constraint (bConstraint *con) to (eventually) add a keyframe to the influence IPO of a constraint
- changed the BIF_DrawString() function. it used to work different for
AA fonts as for default fonts. Now it's identical. Setting color for fonts
can just be done with OpenGL, for both font types.
Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
calls can now be done with a BIF_ThemeColor() call, including fonts and
buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
colorshading and blending... which was per pixel a load of code!
Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
1. main drawing function for text and icons
2. free definable callback for button itself
3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
UI_EMBOSS : the themable drawing style
UI_EMBOSSP: the pulldown menu system (apart from color not themable)
UI_EMBOSSN: draw nothing, only text and/or icon
UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
User Info:
Pressing UKey in mesh edit mode now undoes only last step. Undo can save
upto 64 steps of undo info. This is configurable under User Prefs->
Edit Methods. The default is 32. High numbers of undo steps use a
lot of memory, since each step stores a copy of the mesh.
Shift-U redoes the last undone step (Undoes the undo.)
Alt-U brings up a menu of possible steps that can be undone. Selecting
an item on the list undoes that item plus all items before it on the list.
The top selection "Undo All" is identical to the old Ukey. It undoes
all editing since entering Editmode, even if all regular undo steps are
used up.
Undo info is only saved for one object at a time. You can leave and re-
enter editmode for the same object, and all undo steps for that object are
preserved. Undo info for an object is lost once a different object is
edited.
Coder Info:
In order for undo to work, a checkpoint save has to be made. This is
done with a call to undo_push_mesh("name of step"). This should be done
after the last quick abort for a function (typ. the
"if (G.obedit==0) return;", or similar). the undo_push_mesh() does alter some
flags, so don't try to be too tricky and call undo_push_mesh() too late.
The step name is what shows up in the undo_menu. The name "U" is reserved.
User Info:
To use this tool, select a group of verts, it can be larger than the
desired cut as explained below. Then hit Shift-K.
The tool will prompt for cut type (Exact line or Edge centers),
Select, then use LMB to draw a "cut-line". Holding down LMB causes
a freehand draw, clicking LMB causes a polyline draw. MMB locks the axis.
When done press enter to divide mesh on cut line. Subdivide routines have
been modified to produce fewer triangles as part of this tool.
Edge Centers preserves UV info, Exact Line does not (it will be there, just
slightly distorted).
Since the cut line exists in 2D space, and does not make a persistant
selection that can be modified in another 3D view, the knife selection
is the AND of the vertex selection and the knife line, ie; the edge will
be subdivided only if both verts are selected, and the knife line crosses
the edge. Select your verts first, but you don't have to be overly
precise. If you want to cut a few faces on the front of a sphere, you
can select the whole front of the sphere, then knife the faces you want.
Coder Info:
KnifeSubdivide is called with 1 of 3 modes. KNIFE_PROMPT, KNIFE_EXACT,
KNIFE_MIDPOINTS. The hotkey calls KNIFE_PROMPT. When adding to a menu
or button, explicitly call out the mode.
Part of the tool provides get_mouse_trail() that returns a CutCurve struct
that defines a knife line. There are modes defined, but currently they are not
implimented.
Another part of this tool defines new behaviour for subdivideflag().
Setting beauty param to B_KNIFE tells subdivideflag() that the edges
are preselected ans to skip the vert check. Also setting B_PERCENTSUB tells
subdivideflag() to divide the edge at a percentage of the distance from
eed->v1 to eed->v2. This percentage is passed in the eed->f1 flag as a
short (ie, setting eed->f1 to 16384 cuts the edge half-way).
like: BIF_ThemeColor(TH_GRID); will be sufficient. Blender does the rest.
- fixed bug in CTRL-X (reload home file) with themes
- fixed bug in horizontal alignment of different height panels. Seems also
to solve the drawing error with constraints...
- made grid drawing using the main theme color
- was annoyed with the primitive grid... so coded something that allows
zooming in and out a 100fold without losing gridlines
- brought back 'NKEY' for mesh editmode
- added to this a 'median' option; when more vertices selected you see
the average coordinate. works nice when inputting values as well
(todo: make this for other editmodes)
- renamed the 'NKEY' panel to 'Transform Properties', also fixed in
pulldown menu.
I am off for the rest of the day. More committing fun tomorrow!
-Ton-
some small things to fix:
- cutting on 1 face doesn't work
- options now under shift/ctrl R, they will be under a K menu that will contain DetectiveThorn's Knife tool too.
Roel
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
I had to clean up very old calls to switch matrices for 3d windows.
To make it more clear, I've introduced defines for the infamous persp()
function:
persp(PERSP_WIN); sets matrices at pixel level window
persp(PERSP_VIEW); restores matrices back to 3d drawing
persp(PERSP_STORE); only called once, to store correct matrices
I will now check on frontbuffer drawing of vertices... it's very doubtful
if it's used still correctly, was only meant for visual speed in the
early nineties you know. :)
- you can close them (x icon) or press ESC
- option to open panel at mouse location (try Nkey)
- using 'collapse' (triangle icon) stows header in bottom
- opening again restores at old location
- dragging panels or zooming clips nicely with window
evaluate: an 'auto close' when mouse goes outside panel
Warning: vertex selecting still broken! :) It's 2 am now, bedtime...
include only (use BIF_interface.h instead)
- split up interface.c in two files: NEW: interface_panel.c
- removed the temporal text files
WARN: FIX AUTOMAKE AND MSVC!
window (type)
- each SpaceData struct (not the window!) can get 'block handlers'
assigned, basically event codes that invoke drawing button panels.
- this is saved in files, and Panels behave in any window like it does now
in buttonswindow
- it also means that a 'space window' should leave with a matrix set for
buttons level
- try it in view3d header menu, 'view'->'backdrop'. this opens the old
viewbuttons
- it all works non blocking! instant updates of viewbuttons visible in
3d window now.
Not done yet:
- checking and fixing frontbuffer drawing (select a wireframe draws over)
- temporally vertices cannot be selected, is my next project
- closing or hiding Panels...
- styling stuff... i committed for others to review as well.
Have fun. this is certainly a huge improvement over the old viewbuttons!
- converted sound buttons, part of Scene
- special request Matt: headers of windows 2 pixels higher! (test)
- special request Stefano: icons instead of menu for buttons-header
- 'data browse' buttons now almost all in buttonswindow.
- almost all buttons have been panelized now.
next stage: cleaning up usage of color in Blender, to allow presests!
i tried to find place for it in the other menus, like material, object,
camera, etc. But thats hard... now it's just one nice Panel, without
the idiot headerbuttons icons!
- changed drawing of 'tabbed' Panels. The old method takes too much space.
hint from xype! Dragging tabbed Panels can be done with the right hand
circle. designers are welcom to tweak this.
main reason: dragging is not meant to be happening a lot... pressing tabs
is more important.
- menu auto open now is user preset, including 2 thresholds you can set
- hilites of pulldown menus were not cleared, fixed
- changed F4 key to logic. F5 will show lamp buttons, when lamp active
- in 'shader context' buttons, clicking camera will show world
- Converted lamp buttons and world buttons, they're pretty!
- menu auto open now is user preset, including 2 thresholds you can set
- hilites of pulldown menus were not cleared, fixed
- changed F4 key to logic. F5 will show lamp buttons, when lamp active
- in 'shader context' buttons, clicking camera will show world
EEEK! It doesn't look well yet! Hopefully it inspires others to come
with great solutions.
- the material buttons have 6 panels, three of them merged
- some drawing errors in preview render
- made settings for new Material that makes sense for Flares
- cutoff of text in menus and buttons now even better!
- size of pull-up menu buttons is corrected
- pressing at 'menu button' had a delay, fixed
General: the 'outo open' wont become default, it will be removed or
become a user option. I am experimenting with it to get it all OK.
The 'auto open' for secondary levels in pulldowns will remain there
Check the latest state of pull-up menu buttons. for example the mode
selector: you can use such buttons in three ways,
- click on it, it opens and you can select
- click-and-hold-mouse, move, release at item you want to select
- move mouse over button, wait, it opens
The 'auto open' and its time threshold both can be user settings.
First, check on the new files, which are listed below.
The new butspace.h is a local include, only to be used for the buttons
drawn in the buttonswindow.
- editbuts, animbuts, gamebuts, displaybuts, paintbuts, work now
- i quite completely reorganized it, it's now nicely telling you what
context it is in
- sorting error in panel align fixed (tabs were flipping)
- align works correctly automatic when you click around in Blender
- editsca.c renamed to buttons_logic.h
- button names are truncated from the right for allmost all buttons
(except text buttons and number buttons)
- while dragging panels, you cannot move them outside window anymore
And of course fixed loads of little bugs I encountered while testing
it all. This is a version I really need good test & feedback for.
Next step: restoring material/lamp/texture/world
The original headerbuttons.c is for now kept as headerbuttons.txt
The included .h files were updated to only include needed ones in each file.
Makefile.am (for the autotools build) was updated. Didn't test with original makefiles.
Other build systems will of course need to be updated.
- automatic pulldown opening can now be controlled ( user setting?)
it has two thresholds:
- when no menu was opened before, it waits A milliseconds
- when (in the same block a menu was opened, it waits B millisec.
Currently A= 0.4 sec, B= 0.1 (or so)
- 3d window header; brought back old drawtype menu (test, compare!)
- another test: the old menubutton doesnt work anymore with hold-mouse
only, you can also use it as the other popups (old method still works)
- proposal; all buttons that pop up a block, get special drawtype (arrows)
- removed src/buttons.c and include/BIF_buttons.h
- added src/buttons.txt, which is the old buttons.c for review and adding
code to new panels structure
- changed internal events to match new buttonspace structure
- added tabs for new shading group of buttons
- removed loads of little warnings, -Wall now compiles src/ almost without
error (hint: setenv NAN_QUIET to see it all better)
Now I'm ready to do actual buttons -> panels conversion. I will do the raw
versions first, others then can cleanup
- changed meaning of F4-F10 keys (as compatible as possible, but we need
something!) check UI design doc for proposal
- made new call for switching direction of buttons in Y, for when pulldown
moves direction
- cleaned up all redundant manual switching code from headerbuttons.c
this is part 1 of the UI makeover. It has:
- menu system from Matt integrated
- buttons drawing from Matt
- generic button panel system implemented
- converted displaybuttons (not the rest yet)
- cleaned up a lot in drawing spaces itself, to make it aligned and pixel exact.
- cleaned loads of little compiler warnings, protos...
still a lot of work needed, will all be in next week i hope!
(warn: 2 new c files! butspace.c and buttons_scene.c)
- "Seperate loose parts" is an option in the new pkey popup (in mesh editmode) that seperates a mesh based on objects in it that are not connected.
- "Select same uv" is an option in the wkey popup (in facemode) that selects all faces in the mesh that have the same uv texture assigned as the current active face.
ps. first commit! I hope I can live up to expectations...but don't expect too much! :D
changed "get_ipo(key, ..." to "get_ipo((ID *)key, ..." in line 107.
* changed insert_meshkey(Mesh *me) to insert_meshkey(Mesh *me, short offline):
To call this function from a script, so that it doesn't pop the
"relative / absolute" dialog window when the "offline" arg is non-zero.
Exppython:
* NMesh module:
- Added method NMesh.addMaterial(mat) to the NMesh module:
alternative safer (aka slower) way to add materials.
- Added optional arg to NMesh_update():
if given and equal to 1, the mesh normals are recalculated.
- Fixed NMesh.getVertexInfluences: it was segfaulting when a NULL bone was
linked to the vertex. Thanks to Jiba on the bf-python mailing list for
bug report and sample .blend file. Also made this method give an IndexError
when the vertex index is out of range.
* Material module:
Added specR, specG, specB vars for compatibility with the 2.25 API.
Pointed by Manuel Bastioni.
* Image module:
Exposed image width, height and depth parameters.
From a suggestion by jms.
* BPython Ref Doc:
- Small updates to reflect the above additions.
- Added info for the Bone type in the Armature doc.