It is now possible to select individual keyframes again in the Action Editor.
* Temporarily disabled markers keymap in Action Editor, as it was stealing all the events. Waiting for solution from Ton...
* Fixed a crash and wrong coordinate conversion errors
* Brought back backend for editing keyframes IPO/IPO-Curves. Did some refactoring work here that will still have to be verified when operators using them are added.
* Animation channel filtering code now returns the number of channels filtered (for Action Editor to set totrect of channels - TODO still!)
* View2D - made function to check if mouse is in View2D scrollers an API function
* Renamed keyframe related files. The old names were too clumsy.
* Started porting click-select operators for Action Editor. These don't work currently, as the events are being stolen by the markers. This needs to be fixed ASAP.
* View Pan Operator now stores area, etc. values from context in case user moves out of view
* Moved the invalid-context check for Action Editor so that mode can still be changed when there's no data to show.
Brought back basics for Action Editor header. The contents of the menus have yet to come, but at least now the Action Editor 'looks' functional.
Fixed mistake in previous commit for TimeLine header (button collision).
* Action Editor - IPO curve names are shown properly again. Added anim_ipo_utils.c (old editipo_lib.c) file back. This will need to be removed when I port IPO system to RNA.
* Keyframing code - uncommented more of the code that's now working
* Made the 'preview range' button on timeline header draw more clearly
Small area/space api fix: space->new() callbacks now require
Context pointer. Too many cases you want to initialize stuff...
Also: added dummy draw function for NLA channel region, was
too ugly.
* Restored y-position translations needed for gla-stuff, as gla stuff sets viewport + matrices!
* Fixed alpha-problems with icons. The ft-font drawing was turning off GL_BLEND when it was done, which screwed up the icon drawing (previous names were drawn with 'standard' fonts only)
* Removed Context arg from drawing funcs. Passing anim-context instead.
* Properly initialised new theme settings ported over from animsys2.
Initial commit of drawing code for Action Editor / Dopesheet. By default, the Dopesheet is now enabled (like in AnimSys2). There are still a few unresolved problems (like bad alpha blending for icons, and keyframes still not being drawn). However, these will be resolved in due course.
Alignment flags are now checked for after keeptot settings, as these flags are of even greater importance. This is necessary for the syncing of the channels region and timeline areas in Action Editor (and later NLA Editor).
Moved time_ops.c contents to anim_ops.c, as the operators there are applicable to all other Animation Editors too. anim_ops.c will therefore contain all operators which will apply to all Animation Editors (i.e. change frame, frames/seconds display toggle, and soon Preview Range tools).
As such, added new global 'Animation' keymap like for View2D and Markers, which will ensure that these tools can be accessed in an uniform way across editors.
Note that the order that these things are added is important, as the Animation ones will often 'steal' events from the View2D and Markers ones if placed before the others. To prevent that, we'd need to be able to set boundboxes here...
* Fixed current frame number drawing in Animation Editors, so that the little frame number indicator box gets shown (animsys2 feature).
* Made all Animation Editors draw markers and preview range
* Added new 'Animation' submodule under Editors. This will be used to house all code + features that are used by many different Animation Editors (Action/Dopesheet and IPO) as well as other parts of Blender.
* Added back some of the core code need by the Action/Dopesheet editor, which will also be used by IPO Editor.
* Brought back file for keyframing management code (i.e. keyframing.c), but there's still quite a lot of missing stuff that I'll need to restore, so in the meantime, it's #if 0'd out.
* Moved markers code to this new module (I'm not sure whether SVN will recognise this change, as TortoiseSVN doesn't seem to have any obvious copy/move commands)
Compile fix; MAXFLOAT is not defined uniformly on platforms.
Note for the coders:
ED_types.h: has editor wide defines and structs
ED_util.h: has editor wide functions
Both includes also are containing old cruft to get things
to compile (and work), for later cleanup.
* Added flags to View2D to specify whether the view should have pixel offsets applied (this is able to be specified per axis, just in case the need arises). Currently, this is only used for headers, where the UI elements were not as smooth + round as they could be
* Fixed IPO/Action/NLA so that new instance will show channel lists by default and with scrollers
* Fixed Outliner zoom-in/out on changing windowsize. I didn't notice this on my previous custom .B.blend file, but the problem was apparent in the default setup.
Context API
This adds the context API as described here. The main practical change
now is that C is not longer directly accessible but has to be accessed
through accessor functions. This basically adds the implementation of
the API and adaption of existing code with some minor changes. The next
task of course is to actually use this design to cleanup of bad level
calls and global access, in blenkernel, blenloader.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Context
Error, Warning and Debug Info Reporting
This adds the error reporting API as described here. It should help
clean up error() calls in non-ui code, but eventually can become used
for gathering messages for a console window, and throwing exceptions
in python scripts when an error happens executing something.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Reports
Now, preset view configurations are only to be used if they define all (scrollers not included) relevant settings for the view they are set for. This should be less confusing than in the previous situation with V2D_COMMONVIEW_TIMELINE stuff.
One implication of this though, is that all Animation Editors (for example), will have to define their own version of the relatively commonly shared info. However, given the great diversity in the range of settings each have, this should not be too much of an issue.
Also, added a 'standard' view config for main 'window' regions. At this stage, it is recommended that this view config should be used only as a placeholder template on which a set of custom settings could be based. I've put it into use for the buttons window/scripts window/info window so far.
Improved the View2D API so that initialising View2D data in init() callbacks (called on new regions and also on resizing regions) for regions is easier.
Added a few preset view configurations for use when initialising new views. Views with the V2D_IS_INITIALISED flag set will not be reinitialised in the init() callbacks. Currently, some of these configurations will set/override all settings (like V2D_COMMONVIEW_LIST and V2D_COMMONVIEW_HEADER), while other ones serve a more supplimentary role (i.e. V2D_COMMONVIEW_TIMELINE only sets the x-axis settings, relying on the region to have already set the relevant y-axis settings).
The future of such supplimentary configurations is yet to be seen, as I'm currently not sure whether they will cause the code to become too confusing, as you'd have to keep track of which settings belong/are set where. So far, only a few areas have been ported to use this. Tomorrow I'll check on a few more.
As this commit touches a lot of files, hopefully there aren't any critical bugs I've missed here.
- depricated area "headbutofs" and "headbutlen", which is now fully
replaced with view2d handling.
- needed to add header default V2D_ALIGN_NO_NEG_Y, V2D_LOCKOFS_Y seems
to not do anything atm :)
- new: running blender in debug (blender -d) will print the current
handler and operator in use (not mousemove)
I've gone through and simplified some of the redundant options while documenting the various settings (in the code and also in the Wiki Doc), to make it clearer how to use each option.
'Preset' view-types have yet to be fully implemented, but started groundwork for this. Only some commonly used view configurations will be defined using this method. For all others, they still need to define all relavent view settings themselves (as there's too much variation in terms of the various editor's use of View2D).
IPO Editor now draws with channels on the left, like all other anim editors. Now, how to make this wider...