Commit Graph

326 Commits

Author SHA1 Message Date
c7fa55eebd 2.5
Vertex Paint back!

Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes. 

- Activate it with WM_paint_cursor_activate(). That function wants two
  callbacks, a poll(C) to check whether there's a cursor in given context
  and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
  for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
  end the paint cursor. This handle also means you can register as many
  custom cursors as you want.

At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the 
future todo.
2009-01-09 13:55:45 +00:00
b2eb7f3664 2.5
******
- Ported set/clear slow parents
	- currently there is no keymap entries

- removed some unused functions and some tidying up
2009-01-08 02:50:37 +00:00
25e5765f47 Got rid of old multires code, brought in multires modifier from
soc-2008-nicholasbishop branch.

Note: any old code with multires_test() or multires_level1_test() can 
just be deleted, not needed by the multires modifier.
2009-01-06 18:59:03 +00:00
833cc9c0c8 2.5
- Armature editmode back
- Armature pose and editmode selecting with mouse back
- Posemode only works with 3d window header now.
2009-01-05 19:32:04 +00:00
1fe21f7e8f 2.5
Put back Armature/Pose code, including 'heat weight'.
I've added reeb.h to get things compile, but Martin will
cleanup files and put back?

Now where to put all vertexgroup code.... I guess mesh?

Note for msvc: yep, another new dir to add! :)
2009-01-05 15:19:31 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
125057c430 no idea how this happened :S 2009-01-04 02:39:22 +00:00
f2b1c96d02 2.5
*******
- Ported show/hide objects as the clear/set restrictview operators (request of kaito)
	- clear is not using a context loop as there is none currently available
	- set uses a popup menu for hide select and hide unselected

 hotkeys are H and Alt-H (set, clear)

- ported the undo calles, to use ED_undo_push where available
2009-01-04 02:34:34 +00:00
a6721c60d9 2.5
From the anti-globalization department: 
G.obedit terminated!

Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
2009-01-02 19:10:35 +00:00
7eefa2a7b9 2.5
*******
small commit, after some help from ton i have fixed the clear transformation modifiers, they now redraw correctly, they was missing a depsgraph tag, also did a little tidying up
2009-01-02 09:57:05 +00:00
af2304f3cb 2.5
********
- added clear location/rotation/scale/origin
	- each action is a seperate operator
	- Drawing is delayed as the tag_region_redraw does not seem to have an effect perhaps a transformation notifier is needed
	- for the view to update just do some transformation, like press G

 - changed the shortcut key for area rip to alt-ctrl-r so it dosn't conflict with clear rotation
2009-01-02 03:16:38 +00:00
e2e282989e 2.5
- Put back vertex/edge/face select 
- Mode menu allows going in/out editmode

- Tested some tweak event stuff in WM, made tweak event follow
  user preset for 'action' or 'select' mouse.
  (Wanted to try this for transform, but better get advise from
  Martin first :)
2009-01-01 18:05:12 +00:00
a1961436f5 2.5
- Made scrollwheel behave uniform for zooming. It uses the UserDef
  to map what's in our out. Use keymap entries WHEELINMOUSE and
  WHEELOUTMOUSE to trigger this. Also removed the feature to store
  in event->val the direction, it was conflicting with KM_ANY.

- Added more default poll callbacks, use for generic ops things
  like ED_operator_object_active.
2009-01-01 14:57:04 +00:00
e9a3b4f85d 2.5
- Edit mode Mesh undo/redo back
  (undo for editmodes needed recode, todo for curve/lattice/etc)
- Added border select for edit mesh
- Added Akey (de)select all for edit mesh
- Added notifiers for mode changes.

This is also the first trial to dynamically add/remove
keymap handlers, based on modes. For that reason the Object
keymap was split in 2, modal and non-modal. On TABkey, the
view3d listener removes and adds maps.

The view3d keymap still handles generic mouse/border selection.
Internally it will verify modes.

The modes are not  re-implemented still... have to move this
to scene context.
2009-01-01 13:15:35 +00:00
c9b60a7b64 2.5
So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.

Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
  Although it means unlimited editmodes, for migration purposes we
  better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
  Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning 
  anymore. EditMesh is not context senstitive anymore, only the
  edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
  removed all G.editMesh there.
2008-12-31 17:11:42 +00:00
1402534ebc 2.5
EditMesh: further cleanup, made derivedmesh itterator functions
work by gathering all related data in local ViewContext struct.
(scene, editmesh, region, view3d, obedit).
Also removed bad inclusion of view3d_intern.h in mesh module.
2008-12-30 16:03:29 +00:00
25fac7b001 2.5
Editmesh code cleaned and compiling/linking. A whopping
20k lines back! :)
Not that it does stuff... editmode in/out has to be done,
and loads of operators. Also linking/exporting editmesh
calls has to be reviewed.

Also: added a blender_test_break() mechanism in BKE.
2008-12-30 13:16:14 +00:00
446492c266 2.5
******
- ported Make track , and Clear track (ctrl-t, Alt-t)
	- make track is a direct port does not use context data loops
	- make Track crashes as Constraints have not been ported yet

- added select_extend to mouse select so now you can use shift again
	- Still does not use Context data loops as this get all messed up, kaito can you look into it 
	- currently only works with 1 modifier key at a time so ctrl+alt does not work, until i can figure out how best to achieve this
2008-12-30 10:37:52 +00:00
d6e8cd4232 2.5: fix compile error on mac, and a few warnings. 2008-12-30 07:32:14 +00:00
090807066c 2.5
*******

Small commit, moved selection Operators to Object editor (object_edit.c) as per kaito's request

- normal selection and border/circle select are still in view3d as they depend too much on view3d
2008-12-30 03:38:18 +00:00
1580b6bc17 2.5
More notifier cleanups: 

NC_SCENE|ND_OB_SELECT : scene level object selections changed
NC_SCENE|ND_OB_ACTIVE : scene level, new active object

NC_OBJECT|ND_BONE_SELECT : object level, bone selection changed
NC_OBJECT|ND_BONE_ACTIVE: object level, new active bone

I've made view3d listen to these, so operators that change
selections don't have to tag own region for redraw anymore.

Also enabled selecting/activating in outliner again.

BTW: Added it in space_action, but Joshua has to code the
proper refresh still :)
2008-12-29 12:15:42 +00:00
5006875f53 2.5
- fix Makefile for space_script
- renamed operators for modules i maintain. (stripped ED_)
2008-12-26 11:11:21 +00:00
febb2c21e4 2.5
Further simplifying making operators with menus;
now you can add an 'invoke' callback:

    WM_menu_invoke

which will automatically generate a menu with choices and assign
it to the property 'type'.
What also helps typing is the new RNA_enum_is_equal() function.

Here's a paste of the now committed 'clear parent'. Note the
undo push will become a flag too.

http://pasteall.org/3660

(Brecht; fixed small bug in RNA_enum_is_equal!)

To evaluate: solving dependencies for multipe scenes... probably
will make a more generic flush call.
2008-12-24 18:06:51 +00:00
3c612bc0e2 2.5
Fix: popup menus were not freeing operators.
Made a new Popup menu call for this case:

uiPupmenuOperator(C, maxrow, op, propname, menustr);

It will set enum "propname" to the menu item and call operator,
register it optionally and free it. Use it in "invoke" calls.

Next: automatic menu generating for enum properties!
2008-12-24 14:52:17 +00:00
e60e7f3667 2.5
Removed global "workob" from BKE, should now by passed on as an arg.
2008-12-24 11:08:15 +00:00
b38f6e7d18 2.5
Object: converted the old horrible editobject.c, now as file:
editors/object/object_edit.c

Still lots of WIP, I've operatorified "Make Parent". Check here
the new API at work: http://pasteall.org/3650/c

IMPORTANT NOTE FOR BRECHT:
game property defines were clashing with RNA, i've renamed game
defines for now.
2008-12-23 19:47:33 +00:00