Commit Graph

418 Commits

Author SHA1 Message Date
38b6f8f167 UI:
* For new buttons spaces, automatically set horizontal/vertical
  align depending on size, instead of free.

* Cleaned up the UI panel API. There's now a new uiBeginPanel
  function which takes a panel type, and a uiEndPanel which takes
  the final size. uiNewPanel* functions will be phased out.
* Animate the re-alignment when a panel size changes, e.g. when
  enabling dupliframes.

* Load ui scripts from the release/ folder first if it is
  available. This makes it easier to edit ui scripts, since it
  will directly use the original files which avoids having to
  run the build system.
* Improve editing of panel types while blender is open. That
  means fixing some issues with lacking updates, overlaps, strange
  ordering. It even does an animation now when the panel resizes.
2009-04-16 21:39:45 +00:00
26a8c63eae UI:
* Don't call generic layout hints templates anymore, i.e.
  TemplateRow becomes Row, etc.
* Added more general layout nesting, using uiLayoutSplit()
  and uiLayoutBox() functions, for which the sublayouts
  can then be accessed using uiLayoutSub(), to put items
  in those sublayouts.
* Some steps to make the layout decisions, like which items
  to put in which columns, independent of the width of the
  window or the text in the buttons. We want the layout to
  be stable under resizes and translations.
* Added an "expand" parameter to uiItemR, used now to expand
  enums into a row instead of using a menu.
2009-04-16 12:17:58 +00:00
874c9e8c58 UI:
* Added simple row template to layout buttons
  in a horizontal row, so you don't need to use
  columns for it.
2009-04-15 15:09:36 +00:00
5b3d7bfdf6 2.5
More cleanup!

- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
  Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
  (was only in use for radiosity buttons)

And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:

- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
  to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
  a several calls using different args.

Further just added the missing includes, and removed unused vars.
2009-04-14 15:59:52 +00:00
3ed5e21537 UI:
* Template slots are no longer specified per item, but are
  a state now, set with uiTemplateSlot.
* Some renaming of Layout functions for consistency.
* Fix for roundbox in stack template, now is always behind
  the other buttons.
* Improved python API for layout:
  http://www.pasteall.org/5008/python
2009-04-11 01:52:27 +00:00
a14630c9d3 2.5
Quick hack to enable zoom in buttons window again.
It uses bad old conventions for fixed panel width still, view2d has
to be tweaked for new system. But, it shows layout to work. :)
2009-04-10 17:39:37 +00:00
d2cc19dcc6 2.5
More font style work;

- hooked up almost all ui buttons code to new font
  system, including text clipping
- panel headers scale now too to smaller fonts
- added further style hints, for shadow/emboss. Is all going to
  be in UI designer control!
- for fun; changed layout engine to spread vertical buttons in
  window width

Next: removal of all usage of old font system, using 'styles'.
Will also move font blurring to blenfont module.
2009-04-10 14:06:24 +00:00
654a30aa2d 2.5
- Widgets now draw projected themselves, putting window/region matrix
  on 1:1 pixelspace. This allows zoomable buttons, but crispy.
- Note: text in smaller buttons dont get clipped correct now, WIP
- Fixed error with button types in some  menus.
- removed temp UI_2_50 define hack.
2009-04-07 17:08:26 +00:00
3906a62cc1 2.5: Added basic insert/remove keyframes from UI buttons.
- I key over a button inserts a keyframe.
- Alt+I removes a keyframe.
- With right mouse button a menu with these options pops up.
- Buttons are colored green if the property is animated, yellow
  if it is on a keyframe. I followed the colors from the UI
  mockups, but the flicker on keyframes seems too distracting in
  practice?

- This only works for properties on the ID itself at the moment,
  path callbacks need to be filled in for all structs but mesh
  still.
- It doesn't work when you're over a related label, that needs to
  be made to work.
- I made it insert keyframes outside of any keyingset. Not sure
  how this is supposed to integrate?
2009-04-03 23:30:32 +00:00
f408689e72 2.5
Some more work on UI drawing code, added a generic structure
for how widgets will be defined. It's still a wrapper on top
of old buttons. Docs follow still.

Some visual improvements;

- more button types supported (check render buttons)
- pressed state is shown
- better 'panel' triangle AA, and new divider style

Still a lot of work here. I expect the next days/weeks to
be much more coding too, had to catch up with a lot of other
Blender stuff. There's more (excitement) going on than code. :)
2009-04-02 15:01:11 +00:00
4bb41c3dcd UI: various panels fixes.
* Fix sometimes non-working close/open button.
* Fix panels being a bit out of the view on startup.
* Fix too large totrct region for view2d.
* Fix wrong panel order when changing vertical <-> horizontal.
* Fix wrong panel positions after switching contexts.
* Fix an access of freed memory when collapsing panels.

* Free align mode works again.
* Animations work again.
2009-04-02 01:39:33 +00:00
54ddfe1c48 2.5:
* Fix ANIM button, didn't work and was leaking memory.
* Transform ops: Edition -> Editing.
2009-03-30 18:26:58 +00:00
78a3db7d64 2.5
*******
ported some of the scene buttons to the new system
	- added RNA_SceneRenderData struct to rna
	- added a warning print to uiItemR when it can't find the property
	- what is not there is due to relating entry not being in RNA
	- anim button does not work

Im commiting this so we have much more wider test area then text and object buttons
2009-03-30 08:17:43 +00:00
6705b6f96e UI:
* Added a PanelType and HeaderType for registering panels
  and headers in regions. When the region draws, it will
  then automatically draw the ones that were registerd with
  poll and draw callbacks.

  Used for text header, properties and object buttons now.
2009-03-29 19:44:39 +00:00
d93fd9ffc1 UI:
* Screen level regions created for menus are now a separate
  CTX_wm_menu in the context, so they don't interfere with
  existing regions.
* Fix context in popup menus to always come from the area
  and region the popup was opened from.
* Removed some unused context stuff: tasks and reports.
  The places that were using context reports were using it
  wrong anyway.
* Fix F6 closing immediately after editing a button, by
  making uiBlockSetFlag not clear existing flags anymore.
* Don't use ":" in boolean X/Y/Z buttons.
2009-03-25 20:49:15 +00:00
2e48c4059a 2.5
WIP commit for new system to draw widgets and use themes or styles.

Not really interesting stuff to see in code now, the current 
structure will change quite a lot, this to make it hook up well
to the existing system.

What works quite well is a new full opengl vector method to draw 
scalable and pixel-aligned anti-aliased buttons.

http://download.blender.org/institute/rt3.jpg
http://download.blender.org/institute/rt4.jpg
2009-03-25 16:58:42 +00:00
8b3c2c0762 UI:
* Fix for F6 redo and similar popups closing when moving
  mouse outside of the popup while interacting with buttons.
* Simplify F6 redo popup code by using generated layout.
2009-03-25 14:34:17 +00:00
4c3d64116e 2.5: UI Layout Engine, initial code.
* As a test, used by:
  * Object buttons, tried to make it match the mockup.
  * Text window header.
  * Text window properties panel.
* Panel interaction with view2d is still problematic, need to make
  this work properly still.
* Templates are very basic, the ones there are simple but already
  can follow the object buttons mockup quite closely.
* It's based on a three level system: panels, templates and items.
  To get an idea of what that means in practice, see:

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/UI_LayoutEngine#Panels.2C_Templates_and_Items
2009-03-13 13:38:41 +00:00