* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2
2) Remove the old bmfont
3) Remove ftfont and bFTGL library
4) Implement a new BLF_draw_default function for place that still need/use
the old BMF api.
I try to update both, scons and cmake, but I only can test with make, so
hope all work fine.
MSVC is broken, but I don't have Windows, things to search and fix are
any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that
blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont).
Always have to link/include the freetype2 library
Remove any reference to libbmfont
Remove any reference to libftfont
Remove any reference to libbftgl (or libbFTGL)
* Headers and menus can now be created in python.
* Replaced the uiMenuItem functions to create menus with equivalent
uiItem functions using a layout, removing duplicated code.
* More uiItem functions are now exposed to python.
* The text editor header, panels and one of its menus are now created
in space_text.py.
* Buttons window data context icon new changes depending on active
object.
Issues
* Icons are not wrapped yet, hardcoded ints at the moment.
* The ID browse template is unfinished.
- Fun for testers: Added "Redo Operator" Panel in view3d 'nkey' region.
It's going to be part of tools UI I know, but this will give good
tests of what goes on with operators. I had to add small fixes in
Transform for it already. :)
One important issue to note is that it lists every operator, also from
non-3D-window ops. Needs checked or classified somehow.
- Fix: removed bad 2.4x hack from how pulldown menus were defined. Made
widget code cleaner, and will show menus like SHIFT+A correct now.
* Cleaned up Keyframing API to get eliminate some of the problems faced during the original implementation of PoseLib, thus reducing code redundancy.
* Added new Animato evaluation functions specifically for use by PoseLib.
* Replaced parts of PoseLib code which relied on old animation system to the equivalent code for Animato. Notice the much cleaner + saner + compact code!
Next step is to operatorfy the PoseLib tools (while maintaining possibility for an API to some things) :)
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.
since the loop that works around t->data being freed can sometimes shuffle strips that are not being transformed (eg, when extending or with locked strips)
* text header needs a static char* so text is not rendered as gibberish. (until labels own their own strings)
* epy_doc_gen.py - write out a graphviz representation of the data api.
* 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.
* Made it based on string lookups rather than fixed enum, to make
it extensible by python scripts.
* Context callbacks now also have to specify RNA type when returning
pointers or collections. For non-RNA wrapped data, UnknownType can
be used.
* RNA wrapped context. The WM entries are fixed, for data context
only main and scene are defined properties. Other data entries have
to be dynamically looked up.
* I've added some special code in python for the dynamic context
lookups. Tried to hide it behind RNA but didn't find a clean way to
do it yet. Still unused/untested.
* Also minor fix for warning about propertional edit property in
transform code, and fix for usage of operator poll with checking if
it was NULL.
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
Fix for the 'repeat last operator' option. It didn't work yet well
outside editmode. Now undo/redo has to fully keep the UI alive,
even when called from within a running popup.
Another fix: when regions collapse/hide they were not effectively
disabled, still accepting events. (like Nkey in 3d window).
NOTE: upon further testing, quick-record-animation feature does not work with auto-ik yet. Although it would be desireable to have, it is not a priority at this point, since adding that would require a bit of reworking of that code for something it wasn't intended for.
- Auto-IK works again now.
- Quick-animate feature works with Auto-IK now.
- Also disabled the checks for existing animation data for this, making it easier to use/discover. At least we've got undo to cover for the cases where the user didn't intend to do this.
To use, simply enable Auto-Keyframing and start the animation playback from the TimeLine.
Then at any time while the playback is still running (and Auto-Keyframing is still enabled), select any object/bone and start moving it around.
You can also select other objects/bones and move them around using standard transform tools (grab/rotate/scale), or exit transform for the active/selected object(s), and move on to other objects instead. Repeat until satisfactory!
This is similar to the old 'Record IPO' functionality (and/or is closer to the 'Mouse Recording' in 3DSMax), except it's much cooler, and is more flexible at the same time. It's
"good for quick and dirty tests, or things with timing, where it's easier to do it real time" - William Reynish, or "handycam effect or eyes animation" - Pepeland.
Additional Notes:
- for now, the objects that are used for this currently need some animation data already. This limitation is temporary.
- eventually, 'samples' (i.e. baked-data) not keyframes will be made by this tool as samples are more suitable for such large sets of densely spaced points
missing parts and are work in progress.
Set 3D Cursor
Set Tile
Sample Color
New
Open
Replace
Reload
Save (As)
Save Sequence
Pack
Unpack
Record Composite
The file select operators have context issues still. They need
to get the image space in the context on exec() but it's not
there currently, not sure how to solve that yet.
Also added name parameter to uiMenuItemEnumO, and fixed "mute"
argument in ED_update_for_newframe calls in fluidsim bake.
still is mirror transform. This commits adds the remaining operators:
* UV mapping operators (U key menu): cube, sphere, cylinder, etc.
* Hide/Show operators.
And solves most XXX's, including:
* Fix bad includes and calls into space image.
* Aspect ratio correction.
* Create UVs if they don't exist yet on unwrap.
* Assign image to UVs.
* Drawing proportional edit circle.
* Added back the Subdivide tools. Use the Alt-S hotkey (for now) to get a menu with the subdivision options. There are also two standalone operators which are not used yet.
* Fixed the PoseMode checking callback to make sure that it doesn't override any tools in EditMode.
* Fixed an old comment in transform code, and a few warnings in editarmature.c
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
* Added selected, selected+editable, and active to access EditBones for Armature Operators to use. These take into account X-Axis Mirror too, so there is really no need to check that sort of thing anymore in tools.
* Added a quick testing operator for verifying that these loops filter the data correctly. I've dumped this in armature_ops.c for now. It can be activated using the TKEY hotkey in Armature EditMode only. This should be removed once we have a few more functional tools.
* Ported over cleaned up roll-calculation tools from AnimSys2
* Removed a few ugly stubs from posemode code
* Changed uiPupMenuOperator usage to uiPupMenuBegin/End (simpler,
no need to build a string). Also made transform orientation and
subdiv type enums instead of ints for this.
* Added an icon argument to many of the uiMenu calls, and added a
uiMenuItemIntO.
* Move auto rna button creation out of outliner code, now is
uiDefAutoButR for individual buttons and uiDefAutoButsRNA for a
whole block.
* Implemented uiPupBlock(O). Pressing F6 gives a menu with the
properties of the last operator to test. I tried to make a redo
last operator out of this but couldn't get the context correct
for the operator to repeat in. Further the popup block also has
some issues getting closed while editing buttons.
* Fix uiAfterFunc memory leak on Ctrl+Q quit.
* Fix handling of RNA number button dragging and sliding for RNA
buttons with range -inf/inf.
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
* UV Editor Transform, translate, rotate, scale, live unwrap, snap, gesture,
etc work.
* Also for selection operators, used OPERATOR_FINISHED|OPERATOR_PASS_THROUGH
instead of just OPERATOR_PASS_THROUGH to make gestures work, seems more
correct to me.