- goes in a loop,
- draws current window
- sets view transform to correct matrix
- you can draw stuff
- swapbuffers
- event queue test to escape
Test: CTRL+R in editmode.
Right now it hilites the closest edge to to mouse cursor, just for fun!
Goofster will use it for the loop-cutter tool later. But the template
will remain there, commented out, for others to play with.
- 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'
- Cleaned, compacted and slightly re-arranged 3D View edit menus
- Added Undo and Knife Subdivide to 3D View menus
- Added undo_push_mesh to a couple of menu entries to make them work
properly with undo
Select All by Type / Select All by Layer
User info:
Found in (object mode) 3D View header menu > Select >
Select All by Type selects all objects on visible layers of a certain type
Select All by Layer selects all objects on a certain layer (visible / invisible)
These used together are useful for managing a complex scene, for example
quickly selecting all the lamps and moving them to a separate layer, or
selecting the contents of a layer without having to disrupt the view
configuration of visible/invisible layers.
Coder Info:
Added two functions in editview.c
void selectall_type(short obtype);
void selectall_layer(int layernum);
I committed both of these together since the code/changes are both
very similar.
User Info:
Hard coded limits on the total number of face, verts, halos, and lamps
is gone. Blender now allocates the tables for these on an as needed
basis. As long as your system can come up with the memory, you won't
run out. As a bonus, it also uses slightly less memory on smaller scenes.
Coder info:
This has been in tuhopuu for a while, but I don't know how hard it
has been tested. Since it now allocates only an initial 1024 tables
(of 256 verts/faces/halos each), it seems like it has been put through
it's paces. Lamps are allocated one at a time, and I start with 256.
I rendered 2.5M Faces/Verts/Halos. 4444 lamps. None the less, I left
a few printf's in the realocation to hunt bugs. I'll take them out
just before the release freeze.
Also, be on the lookout for other "sanity checks" that assume
a limited number of the above items. I think I got them all, but
you never know.
User info:
This change limits the contribution of any OSA sample to 1.0 per color
in the Unified renderer. Because color=1.0 gives fully saturated color,
samples contributing more than 1.0 were overweighted in the OSA average
causing aliasing (sometimes quite severe).
Samples can contribute more than 1.0 because a material's spec and refl
values are not normalized (In real world spec+refl <= 1.0). This solves
a large class of aliasing problems in the unified renderer.
Coder Info:
None.
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-
- panels work
- ipo window done
- buttonswindow done
Please be warned that saving Themes now wont work... it will also save
BLACK for all uninitalized colors... so dont panic when you see weird
things, just go back the default theme and copy a new one.
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
input
- was needed for usage of this windowtype (headerless) as 'timeline'
dragger, which was supposed to be...
- as extra I fixed 'home', it sets start/end frame for sound window
- at mouselocation the current frame or time is printed
- rightmouse menu switches seconds/frames (should be in header as option...)
- displaybutton 'frs/sec/' updates soundwindow too
So, its not perfect... but try opening a tiny high headerless audio
window on top of buttonswin or somewhere full width. not bad...
- 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!
- join 3d window could crash... unchecked pointer in interface.c
- setting align in buttonswin caused stripes to draw in view3d-panels
- fixed events for new 'background and view settings menu'
more consistent and logical. (ICONROWs haven't
scrolled left/right in years!
More detailed tweaking of headerbuttons positions can come when
more menus are finished
- added text labels to the drawtype menu in 3d view header
- with mouse in Panel, padplus/minus defines scaling of Panel... dunno if
this is the correct key. thats for later to worry!
Forgot to mention in previous commit:
- Panels now have a uiSetPanelStyle() API call. Is under construction...
now for test purposes mostly.