Commit Graph

3441 Commits

Author SHA1 Message Date
5e60414961 View2D API: Cleaning up API + New Methods
* Cleaned up flags defined for View2D, and added some for defining the alignment of the view's data in the 'tot' rect (i.e. which quadrant(s) the view data is allowed to reside in). 

* These flags are used in the new UI_view2d_totRect_set() function, which sets the new size of the 'tot' rect (i.e. the maximum viewable area). Currently, is only used for Outliner, but channel-lists also require this.

* Added API method to reset 'cur' (current viewing region) to 'default' viewing region - UI_view2d_curRect_reset(). Currently, 'keepzoom' is not respected. I'll check on whether this is needed when I recode UI_view2d_status_enforce(), which is badly in need of a cleanup.
2008-12-05 02:03:37 +00:00
6fe9a03456 View2D: Scrollbar tweaks
* Added back vertical scale markings for vertical scrollbars. Currently untested (until IPO Editor can be put back in). Also, there was a special exception for the Sequencer, which will need to be checked when the time comes too.

* Fixed the display of frame numbers in scrollbars. Was caused by error in using an int, where a float was required (this is one place MSVC gives better warnings than GCC). 

* Outliner horizontal scrollbar now displays a more useful range. The previous range was based on screen width, not width of content. 

* Outliner horizontal scrollbar now draws with bevel-highlight line again. Was missed out in a previous commit.

* Added simple toggle Frames/Seconds operator to TimeLine to test if the View2D code is working right for this. This uses the same hotkey (TKEY) as it's counterpart (with a menu for input) did in previous incarnations of Blender.
2008-12-04 05:37:55 +00:00
efe8ad86e3 View2D: Units on Scrollers (XAxis only)
Added back units on scrollbars for anim editors (i.e. Timeline). Vertical scrollbars have yet to be done, but there's no way to test yet.

Using markers and current frame indicator (and value) as guides, it is clear that there is still some inaccuracy with the drawing of the grid or the frames/markers are drawn wrong! Will investigate further.
2008-12-04 02:01:42 +00:00
a9374c5941 2.5
Fun commit for test: the Repeat Last option.
Only the split-area Operator is now added on stack, so that's the only 
one that works. Just split an area, and press F4 to repeat it anywhere.
2008-12-03 19:33:42 +00:00
d8ed4c389c 2.5 fixes
- View2d bug: it was taking sliders into account for setting the 
  window matrix, which it shouldn't (glViewport does). This caused
  error offset in drawing, like for current-frame scrolling.

- Current frame scrolling in TimeWindow back on window level.
  (used to crash, but that was fixed in WM)

- Made UI_view2d_region_to_view accept ints, no shorts

- removed debug function in interface_ops.c
2008-12-03 13:14:01 +00:00
92cbb4b033 View2D - assorted wip changes (nothing to see here) 2008-12-03 09:06:30 +00:00
628d7013e2 View2D - Some more tweaks...
* Improved scrollbar drawing a bit more - only cosmetic lines
* Added new view2d view-matrix api method to only use 'cur' coordinates on one axis, for use when drawing markers, etc. that need to be glued to a certain time but stay fixed in space in another dimension. This should improve the sitation for drawing markers
* To aid testing, adding markers now sets the marker to have frame number as it's "name". This will need to be removed later...
2008-12-02 09:43:23 +00:00
1a354bd310 View2D - Zoom + More Scrollbar work
* Added basic (non-modal) zoom operators that use a uniform scale factor, with zoom centered using the view center as scaling point. Use Scrollwheel up/down and Pad +/- to use this.

* Added back the 'button'/bubble for the scrollbars. I've added dark lines on either end of it for some later work on zooming widgets.
This is not the final form they'll take. I still need to decide how to handle those scrollbars which act as grid-markers too (showing timescale, etc.), before trying to integrate that with some fancy scrollbar drawing (rounded, etc.)

Assorted changes:
* Moved vertical scrollbar for Outliner to right hand side
* Made Timeline use standard scrollbars, and turned on various clamping options
* Fixed ortho-matrix corrections for scrollbars, and added pixel offsets
* Made Timeline markers sit more snugly on the scrollbar. They were a bit far out...
* Fixed memory leak with view2d keymaps not being freed when Blender exited
2008-12-01 11:37:05 +00:00
70fd53b469 View2D - Another WIP commit
* Start of basic scrollbar drawing. This will be improved. Only Outliner shows these for now, as although the Timeline should show them, the old files didn't have them turned on. 

* Tidied up the view-panning operator
- Fixed naming convention
- Added user-adjustable properties (deltax, deltay in screenspace)

* Added ctrl-scrollwheel (horizontal) and shift-scrollwheel (vertical) scroll operators. These use the view-panning code too. 
Unfortunately, I haven't been able to figure out why the WHEELMOUSEDOWN events don't seem to be triggering the operators!
2008-12-01 00:20:19 +00:00
43b26b72ab View2D - Initial commit of Pan-View Operator
* Moved View2D data from space-data to ARegion (aka regions). This has been done because drawing occurs in regions not areas anymore. The View2D struct is currently stored in the ARegion struct (not as pointer), given that most of the regions in use will be 2D anyway (only the 3d-view's "window" region is the exception).
Added version patch code for outliner and timeline only for now. Headers are also likely to need this.

* Added separate keymap for View2D operators. All regions that use View2D will need this added. This includes headers too. 

* Pan view operator (ED_View2D_OT_view_pan), currently works for Outliner and Timeline. Use MMB-drag as before. 
- It currently doesn't exposed any parameters for redo (via RNA-ID-Props), but only uses some customdata. Suggestions on what these parameters could be are welcomed. 
- I've yet to implement the necessary axis-locking features for this panning (which is required in Timeline for example to prevent vertical panning, which moves the markers out of view).
2008-11-30 06:15:33 +00:00
78218d89d6 2.5: work on bringing back SpaceTime options
- RMB select, also with SHIFT
- RMB tweak for translate
- SHIFT+D dupli
- BKEY border select/deselect
- AKEY (de)select all
- XKEY delete
- GKEY grab

Added some XXX comments for future todos, especially for when other
spaces come back with time markers.

Also added ED_util for putting in all to-be-cleaned cruft

Context conflict: input methods for Markers can conflict with other
spacetypes. It was solved in pre-2.5 with manually tweaking it all over, 
but I would prefer one keymap for all marker stuff. Needs some thinking... 
could be solved with a boundbox check for bottom part of 2d window.

Tweak issue: both tweak styles are possible:
- Hold mouse button, move, operator ends on mouse release
- Hold mouse button, move, operator ends on mouse click

Problem is that modally handled operators use fixed keymaps... like ESC,
SPACE, ENTER, or press/release mousebutton for 'assign'. There's a lot 
to say for making this all consistant, or become part of 1 general keymap?
Should also be possibe to define 'tweak' defaults for Tablet different 
than for mouse...
2008-11-29 15:10:31 +00:00
c8098f953d View2D - Commented and finished off cleaning up code added so far 2008-11-28 04:01:35 +00:00
03f9b73216 Bringing back icons:
Part 3/3: new icons
- Icon set done by jendrzych! Great job!
- cleaned up unnecessary includes and removed commented out code
- preview icons (for materials, textures,..) don't work yet, have to be ported to new event system
2008-11-25 19:23:54 +00:00
9ba909e9f9 Bringing back icons:
- Part 2/3: renaming file according to new convention
2008-11-25 18:32:51 +00:00
0f9b0688e2 Bringing back icons:
- Step 1/3: move relevant files to branch
2008-11-25 18:27:41 +00:00
f7de8cee28 More testing with new system:
- Added markers (partially) back, ed_markers.c (temporary in spacetime,
  where to put general stuff like this?), and added ED_markers.h for api.

- Mkey in timewindow shows marker (no icon, doesnt work yet).
  (Adding operators gets easy :)

- Noted some conflict for operator storage... with markers being used all
  over, added it to the screen level.

- More todos: view2d is stored in space, for time, etc. With regions we
  could move this over, but better todo as post 2.5 project. Multiple 2d
  views in area would be cool though.
2008-11-24 18:59:59 +00:00
41ac50b3d3 Work on gesture, some more cleaning.
- Added standard "tweak" gesture operator, which can be set per region, to
  generate EVT_TWEAK events. You can configure tweaks for any mouse button
  and have handlers for such events check for modifiers etc.
  It even stores tweak direction (8 directions). Might be fun to experiment 
  with tweak gestures N, S, etc. :) 
  In general it can be used to replace the current tweak code in 2.48 
  (std_rmouse_transform). 
  
  Test added: on screen level it now adds LMB tweaks, if tweak-South it splits
  the area. Will be removed of course. 

- Added to Border operator a property to store event used to end border with.

- Moved the "AZone" triangle drawing to the right context (area). It was on
  screen level, not respecting area-redraws. Also cleaned up drawing for it,
  and moved the "swap buffers indicator" square to look nicer. Those squares
  are only for test!

- event-match function had bad code for checking for event-value. Made a 
  "KM_ANY" define so keymaps can be defined ignoring event values.

- Gesture todo: lasso, "real gesture" (like blender now has)
2008-11-24 10:45:36 +00:00
fd8c94fdb1 2.5: gesture code in WM
- Simplified and cleaned previous border code
  It was a bit too complex, too many data manipulations

Original idea was to have WM API calls to manage border, circle, lines, 
lasso, etc. This now means that WM provides callbacks for custom operators,
so it's very easy to make them. Check bottom of screen_edit.c for an
example. 

Currently two borders were coded; with and without cross hair.
Press Bkey in any area-region to test it (note: time window has wrong matrix!)

Some specs to note:
- gestures are in region space, and draw 'over'. That latter still needs some
  work when we do real composites.
- only the active region is redrawn.
- on todo is the generic gesture engine for 'tweak' or like how currently grab
  gestures in Blender work. These will be configurable per area-region, and WM
  then will send the proper "Gesture Event" with properties (N, S, E, W, etc)
  to which you then can assign operators. Such events will be generated with low 
  priority, so other handlers who swallowed mouse events have preference.
2008-11-19 13:16:05 +00:00
ecde558252 Started work on an updated UI theme 2008-11-19 03:15:52 +00:00
13ac9079cc Cleanup of area-rip operator
- moved from WM to Screen code (it uses active area)
- less code :) result of cleaning some calls
- added WM_window_open() to WM API for this
- now opens new window on top of area, and leaves old screen unaffected
  (simple, atomic, the 'do not think for user' convention :)
2008-11-18 13:51:02 +00:00
8c84a43385 2.5 getting-back-into-coding commit :)
- cleaned up join and split operations. Most noticable is operator callback
  design, which should make a design based on user-less exec() first, then
  wrap invoke() and modal() around it. The exec() should be callable with
  only Context and properties.

- split now works again; and inversed as previously, if you drag from a
  triangle (action zone) inside area it subdivides area as expected.

- dragging from triangle outside area, over an edge, joins areas

- split has been simplified, it had too many options... it could just work
  simpler (now)

- 'action zone' now is an operator itself, a widget sending an ACTIONZONE event,
  which can be handled by others (so other gestures can be added in action zone
  too)


Still evaluating:
- context gets set where?
- code structure confuses... what are proper functions for operators?
- what is WM... should low level screen stuff more there?
- when do you send event, notifier? 
- files grow to large, will clean


Oh yeah and docs, docs, docs. Coming! :)
2008-11-17 18:54:03 +00:00
a2175968a7 RNA
* Added RNA list viewer. This is currently drawn in the outliner
  window, the UI is limited but it is just intended to test RNA
  at the moment.
* Added UI names for currently wrapped properties.
* Made iterating collections a bit more convenient.
2008-11-14 17:05:25 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
78a1c27c4a Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.

Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
  making it non-blocking. 
* interface_regions: this is a part of interface.c, split off, contains code to
  create regions for tooltips, menus, pupmenu (that one is crashing currently),
  color chooser, basically regions with buttons which is fairly independent of
  core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
  icons yet. Panels should probably become (free floating) regions? 
* text.c: (formerly language.c) for drawing text and translation. this works
  but is using bad globals still and could be cleaned up.

Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
  declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.

Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
  are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
  should be possible while editing a button. That means though that we need
  some sort of persistence even though the blender model is to recreate buttons
  for each redraw. So when a new block is created, some matching happens to
  find out which buttons correspond to buttons in the previously created block,
  and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
  in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
  would integrate here?
* Currently only full window redraws are used, this should become per region
  and maybe per button later.

Operators:
* Events are currently handled through two operators: button activate and menu
  handle. Operators may not be the best way to implement this, since there are
  currently some issues with events being missed, but they can become a special
  handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
  handle all interaction with that button until the button is not activated
  anymore. This means clicking, text editing, number dragging, opening menu
  blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
  non-blocking. That means variables that were previously on the stack, now
  need to be stored away in a struct such that they can be accessed again when
  the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
  needs to be set explicit in order to handle the right events in the right
  state. So an activated button can be in one of these states: init, highlight,
  wait_flash, wait_release, wait_key_event, num_editing, text_editing,
  text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
  from ui_do_but. This makes it possible to continuously apply the button as
  text is being typed for example, and there is an option in the code to enable
  this. Since the code non-blocking and can deal with the button being deleted
  even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
  being edited, since that would mean data is being edited without correct
  updates happening, while some other part of blender may be accessing that
  data in the meantime. So data values, strings, vectors are written to a
  temporary location and only flush in the apply function.

Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
  blocks give a handle to the button that creates it, which will contain the
  results of the menu block once a MESSAGE event is received from that menu
  block.
* For this type of menu block the coordinates used to be in window space. They
  are still created that way and ui_positionblock still works with window
  coordinates, but after that the block and buttons are brought back to region
  coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
  should have enough information with these screen level regions to have full
  control over what gets drawn when and to then do correct compositing.

Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
4a4b0732e5 Various changes made in the process of working on the UI code:
* Added functions to generate Timer events. There was some unfinished code to
  create one timer per window, this replaces that with a way to let operators
  or other handlers add/remove their own timers as needed. This is currently
  delivered as an event with the timer handle, perhaps this should be a notifier
  instead? Also includes some fixes in ghost for timer events that were not
  delivered in time, due to passing negative timeout.
* Added a Message event, which is a generic event that can be added by any
  operator. This is used in the UI code to communicate the results of opened
  blocks. Again, this may be better as a notifier.
* These two events should not be blocked as they are intended for a specific
  operator or handler, so there were exceptions added for this, which is one
  of the reasons they might work better as notifiers, but currently these
  things can't listen to notifier yet.
* Added an option to events to indicate if the customdata should be freed or
  not.

* Added a free() callback for area regions, and added a free function for
  area regions in blenkernel since it was already there for screens and areas.
* Added ED_screen/area/region_exit functions to clean up things like operators
  and handlers when they are closed.
* Added screen level regions, these will draw over areas boundaries, with the
  last created region on top. These are useful for tooltips, menus, etc, and
  are not saved to file. It's using the same ARegion struct as areas to avoid
  code duplication, but perhaps that should be renamed then. Note that redraws
  currently go correct, because only full window redraws are used, for partial
  redraws without any frontbuffer drawing, the window manager needs to get
  support for compositing subwindows.

* Minor changes in the subwindow code to retrieve the matrix, and moved
  setlinestyle to glutil.c.
* Reversed argument order in WM_event_add/remove_keymap_handler to be consistent
  with modal_handler.

* Operators can now block events but not necessarily cancel/finish.
* Modal operators are now stored in a list in the window/area/region they were
  created in. This means for example that when a transform operator is invoked
  from a region but registers a handler at the window level (since mouse motion
  across areas should work), it will still get removed when the region is closed
  while the operator is running.
2008-11-11 15:18:21 +00:00
b589489ef8 2.5 Branch: use themes for drawing the time space, and make
view2d grid code a bit nicer.
2008-10-08 18:07:56 +00:00
fdb0b003f0 patch from skejoe for gcc 4.3 compatibility 2008-06-24 14:51:02 +00:00
a06f4f3817 == Rip Area into new Window Operator ==
- operator that rips current area into new window
- implemented on the window level.
- sets C->area in current context if necessary
== fix ==
- small bugfix: missing return in WM_event_add_keymap_handler
2008-06-19 19:09:21 +00:00
a019f1d3d6 2.5 Branch
==========

* Changed wmOperatorType, removing init/exit callbacks and adding cancel
  callback, removed default storage in favor of properties. Defined return
  values for exec/invoke/modal/cancel.
* Don't allocate operator on the stack, and removed operator copy for
  handlers. Now it frees based on return values from callbacks, and just
  keeps a wmOperator on the heap. Also it now registers after the operator
  is fully finished, to get the correct final properties.
* Changed OP_get_* functions to return 1 if the property is found and 0
  otherwise, gives more readable code in my opinion. Added OP_verify_*
  functions to quickly check if the property is available and set if it's
  not, that's common for exec/invoke.
* Removed WM_operatortypelist_append in favor of WM_operatortype_append
  which takes a function pointer instead of a list, avoids macro's and
  duplicating code.
* Fix a crash where the handler would still be used while it was freed by
  the operator.

* Spacetypes now have operatortypes() and keymap() callbacks to abstract
  them a bit more.
* Renamed C->curarea to C->area for consistency. Removed View3D/View2D/
  SpaceIpo from bContext, seems bad to keep these.
* Set context variables like window/screen/area/region to NULL again when
  leaving that context, instead of leaving the pointers there.

* Added if(G.f & G_DEBUG) for many of the prints, makes output a bit
  cleaner and easier to debug.
* Fixed priority of the editors/interface module in scons, would otherwise
  give link errors.

* Added start of generic view2d api.
* Added space_time with some basic drawing and a single operator to change
  the frame.
2008-06-11 10:10:31 +00:00
b80049a139 New "Gesture Manager" system.
This is a first implementation of the "gesture manager" system,
the idea is put the WM in a automatic draw mode so we can
implement different "Gesture types" to draw different class
of data (lasso, bound box, etc).

The gesture data is passed through the data field of the notifiers,
i think that we can change this to something like:
	WM_gesture_init(C, data); /* put the data in the context. */

	while() {
		/* send WM_NOTE_GESTURE_CHANGED to update screen */
	}

	/* send event and free the data in the context. */
	WM_gesture_end(C);

Also i add a new operator and event to test the gesture manager.
The new operator is the "border select" function, just press BKEY
in the window and LMB or ESCKEY to exit.
In the case of LMB you can see a print in the console about the
BORDERSELECT event.

All this still need a lot of work, comment are welcome.
2008-01-19 17:54:05 +00:00
Nathan Letwory
0e476af66e * Start ActionZone support for areas. This is bScreen level stuff to be able to do funky stuff.
Right now 2 AZones are defined for each new ScrArea, and mouse over is now detected. Enter ugly triangle.
2008-01-17 05:33:54 +00:00
Nathan Letwory
7e14c5d119 * rearrange screen level drawing code a bit in preparation for tests. 2008-01-16 19:49:34 +00:00
Nathan Letwory
c89b96645e Operators: Split Area
This commit adds split area to the window/screen manager.
 - RMB down on area edge activates
 - mouse move interactively moves areas through new edge.
 - RMB up to confirm action
 - ESCKEY or LMB to cancel.

This still crashes in some situations, but I'm on it!
Also will start using new operator property system by bdiego
2008-01-14 20:46:42 +00:00
43cf3af8c0 Blender 2.5 project: added first more complex handler + operator
- on mouse-over edge, you can drag area borders around.
- note it's a handerized system now, so it updates UI while you
  move mouse.

Feedback needed:

- read bottom part of the screen_edit.c file. It's the proposed
  method for adding tools and handlers. I think it's close, but
  might need some tweaks.
2008-01-10 17:38:17 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +00:00
1363134dee Whole lot of changes.... here a shortlist:
- removed editors/area and put this all in screen
- added first python calls (note, a new c file for scriptlinks)
- added view3d editor callbacks (no drawing yet)
- added files in editors/interface

(Cmake and Scons has to be fixed, help welcome!)

- now areas/headers are being converted on file read
- note: previously saved 2.50 files will crash!!! (.B.blend)
- area regions are being drawn, first handler for cursor added (on edge)
- window duplicate and scale works correct for screen subdiv

Todos for me:

- need to fix things in syntax (function names) a bit still
- more operators for screen
- define how Context will work... still unresolved when it gets set
- docs!

Reviews of code structure is welcome!
There are also more todos now for others, but it can wait a couple of days
2008-01-07 18:03:41 +00:00
a42e548e81 removed some more header files, made the game engine compile with removed header files, added includes to SConstruct files. 2008-01-01 19:20:49 +00:00
372ee054c0 Some notes for those who try to follow this :)
- first work on getting area/screen handling back
- added structure for where to put stuff, is still under
  review, wait a bit for docs?

Campbell is working on removing every bad level include from
sources, so we can safely rebuild the src/ directory.
2008-01-01 18:29:19 +00:00
58bf29e389 removed blenderdef.h, BIF_*, BDR_* and BSE_* header files (except for BIF_gl.h and BIF_glutil.h) 2008-01-01 18:16:10 +00:00
da7208eab5 Ported over the bad-level cleanup from Chris for Sculpt. 2007-12-29 17:07:55 +00:00
a1c8543f2a Step 3 for the initial commits for 2.5: removing src/ and python,
adding new windowmanager module, and the first bits of new editors
module.
2007-12-24 18:27:28 +00:00