Age | Commit message (Collapse) | Author |
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- make ortho grid drawing use vertex arrays
- make perspective view floor drawing cache result of UI_ThemeColorShade so its not called on every line.
- make perspective view floor only loop once on each axis when the grid floor isnt being drawn (was looking over all grid lines for no reason).
- add UI_GetColorPtrShade3ubv() to replace UI_GetColorPtrBlendShade3ubv() when no blending is needed.
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handle/key
This used to be a weird per-curve setting which would happen to get
applied/work correctly if handles were set to "auto", and was a source
of constant confusion for both old and new animators. The main effect
of this handle-type/option was really to just ensure that auto-handles
stayed horizontal, instead of tilting as the keys were moved.
This commit simply changes this from a per-curve to per
keyframe/handle setting.
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Some people like curved lines, other hate them. This commit will let the user change the level of curving.
In UserPreferences=>Themes=>Node editor=>Noodle curving the level can be modified. Allowed range is 0-10 with the default on 5
The patch will default everything to the way blender works ATM.
File subversion has been increased otherwise older 258 files got straight lines.
The data is stored in the ThemeSpace.noodle_curving
the bezierdrawing is done in the drawnode. Also tested the Line cut tool
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Adds new speaker object type.
Notes:
* Needs some nice icons
* Quickily review by Joshua Leung (5 mins)
* Properties UI updated (with help of Thomans Dinges)
* Speakers have their own theme color
* No real audio functionality yet.
* Minor bug regarding lamps/lattices fixed in interface_templates.c
I personality tested:
* Creation, Deletion, Duplication
* Saving, Loading
* Library linking (incl. make local)
* Tracking
* Dope Sheet, Outliner
* Animation
* Drawing (incl. Theme)
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* Moved two #defines out of the enum to make code more readable.
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* Moved ICON_BLENDER away from (0,0) spot in blenderbuttons, since ICON_BLENDER=0 define is conflicting ICON_NULL define as well as with logic checks for nonzero icon id.
* This solved bug where ICON_BLENDER can't be set from Python as well as when using new UI functions from within Blender.
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- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
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initializers is a c99 feature.
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Curve->lastselbp field was renamed to Curve->lastsel and now not last
either BPoint or BezTriple is storing here. It's not easy to determine
type of selected point, but operator which depends on such point reviews
the full nurbs, so this shouldn't be a problem.
Made changes to curve undo stuff to restore last selected point on undo/redo.
Added new theme color for curve last selected point.
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Modify the glClearColor used to draw disabled buttons, when creating a ROUNDBOX
ui element. Made a convenience function and rippled it though, too.
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Gave edge crease a unique theme colour.
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- Replaced hardcoded nurbcol array with theme colors
- Send notification in duplicate curve operator (this operator could
reset/change active nurb)
- Edge seam color added to the user preferences dialog
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* Added own theme support for the cursor, was depending on the line_error color before.
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This makes having both enabled at the same time actually useful!
http://www.pasteall.org/pic/show.php?id=1265
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* Added a generic 'histogram' ui control, currently available in new image editor
'scopes' region (shortcut P). Shows the histogram of the currently viewed image.
It's a baby step in unifying the functionality and code from the sequence editor,
so eventually we can migrate the sequence preview to the image editor too,
like compositor.
Still a couple of rough edges to tweak, regarding when it updates. Also would
be very nice to have this region as a partially transparent overlapping region...
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* Added Theme support for the console.
You can change:
-Header Color
-Text Color of Output, Input, Info and Error Messages. (Inside the User Preferences -> Themes)
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A solid color backdrop is now drawn behind the mute/protect toggles and sliders, reducing the visual clutter with long names still appearing behind the UI widgets.
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* RNA enum for icons to allow specifying icons as string
* example: row.itemR(st, "line_numbers", text="", icon='ICON_LINENUMBERS_OFF')
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* layout.split() now takes a percentage argument to control
the split position.
* ID template now works for more than just the Text ID type,
includes and icon, and some other fixes.
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* Added an icon entry to RNA structs, instead of the UI_GetIconRNA
function, to keep code together a bit more and make the lookup
faster.
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This includes a bunch of new object primitive icons
which would be great to get into the 'add object' menus,
they're not there yet. The specific lamp data type icons
are now used in the outliner though, which is very helpful.
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* Made the buttons space listen to and update for new active objects
* Cleaned up the Add Object menu
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Transform helpline and experimental drawing code to indicate direction of motion for specific transformations.
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Summary of ain features:
- Themes and Styles are now editable.
- CTRL+U "Save user defaults" now goes to new .B25.blend, so you
can use 2.4x and 2.5x next to each other. If B25 doesn't exist, it
reads the regular .B.blend
- Press Tkey in 3d window for (unfinished) toolbar WIP. It now only
shows the last operator, if appropriate.
Nkey properties moved to the other side.
A lot of work was done on removing old themes for good and properly
getting it work with the 2.5 region system. Here's some notes;
- Buttons now all have a complete set of colors, based on button classifications
(See outliner -> user prefs -> Interface
- Theme colors have been extended with basic colors for region types.
Currently colors are defined for Window, Header, List/Channels and
for Button/Tool views.
The screen manager handles this btw, so a TH_BACK will always pick the
right backdrop color.
- Menu backdrops are in in Button theme colors. Floating Panels will be in
the per-space type Themes.
- Styles were added in RNA too, but only for the font settings now.
Only Panel font, widget font and widget-label work now. The 'group label'
will be for templates mostly.
Style settings will be expanded with spacing defaults, label conventions,
etc.
- Label text colors are stored in per-space Theme too, to make sure they fit.
Same goes for Panel title color.
Note that 'shadow' for fonts can conflict with text colors; shadow color is
currently stored in Style... shadow code needs a bit of work still.
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new icon though)
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- cleaned up warnings (mostly unneeded variables)
- new icons for filebrowser (large refresh and parent icons missing though)
- fixed error in large icon drawing due to texture coordinates calculated outside subpart of texture.
- removed library loading stuff from filelist
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- WIP commit
- bookmarks toggling (region collapsing needs to be done still)
- switching between display types in header (long filenames needs to be done still)
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graph editor among others.
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* 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.
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* View2D to region now returns ints instead of shorts.
* Use "Numpad" instead of "Pad" in automatic keymap menu info.
* Menus can now use buttons other than BUTM and SEPR, in
particular TOG and ROW are now supported instead of flipping
bits manually.
* Added a simpler uiDefMenu* api for making menus now, and it
only supports Operator and RNA buttons at the moment, will be
used in next commit. Not sure how this will evolve .. makes
menu code look cleaner anyways.
* Ensure that interface code doesn't crash when getting unknown
Operators and RNA properties, and display their buttons grayed
out in that case.
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(made with uiBlockSetButLock())
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Brecht, please let me know if I haven't done the right thing with the RNA stuff - I thought it was easier to ask for forgiveness than approval in this case :)
* Added a cute 'RNA' icon
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* After several hours of manual dragging and typing the icon file is now
enlarged and completely reorganised logically, rather than scattered
throughout. This should provide a lot more room for growth, and is a
lot easier to work with (also allowing more space for toggle buttons
that require two icon slots next to each other). The icon grid has now
25 x 24 icons - hopefully this might last us for a couple more years :)
Some of the naming of icon defines is a bit ancient and can be cleaned
up a bit further. Other devs, if when bringing spaces back, it's
finding the wrong icon, or missing a define, try and look to see if
it's already existing in the new icon file, or drop me a note and I'll
fix it up.
Note: after these changes, older custom blender 2.4 icon
files won't work and will need to be updated to the new layout.
* Enlarged the icons themselves from 15x16 pixels to 16x16 pixels (icon
designer request). This is a more standard size, and is easier to fit
stuff in proportionally.
* Added a bunch more of jendrzych's icons that weren't added previously
since there wasn't space in the icon file (including a few more
modifier icons)
* Tweaked the outliner somewhat, so that instead of just showing a
generic 'object' icon for all objects, it shows 'object type' icons,
per object type. This makes the outliner a lot more useful for browsing
at a glance - a huge row of identical 'object' icons doesn't really
give much useful information. See here:
http://mke3.net/blender/devel/2.5/outliner_obtypes.png
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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.
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- Ported over view3d header buttons.
Most of the options don't work :) but some do!
- Fixed makefiles for new animation module
- added icon definitions in resources to match current trunk.
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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.
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