Age | Commit message (Collapse) | Author |
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Font kerning needs to be set in order to get accurate results out of BLF_width().
Would be nice if this was more automatic, I've added it to a few other places that
seem like they need this though it's a little unclear due to the globals etc. Also
some other minor tweaks when editing text fields.
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Complicated issue, but this should be correct, and testing goes fine. fingers crossed.
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pressed. This prevent adding drivers to properties when mouse is over a node,
trying to duplicate it with Shift D.
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C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 and 27683 by Campbell from render25 branch)
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C functions and python used different argument order, this relied on mapping non-keyword arguments to 'REQUIRED' arguments but meant that you could not have an optional, non-keyword argument.
next commit will make order of arguments consistant (currently only changed order that rna wrapped).
(commit 27674 by Campbell from render25 branch)
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Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
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Fixed typo
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consistent in the UI
* Fixed bug with hotkeys for adding properties to Keying Sets using the KKEY over the relevant buttons. Was calling the remove callback instead.
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For some reason I thought I committed this like 10 days ago...
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view, and be stuck there permantenly when leaving the region. Now the
button interaction is cancelled when starting a modal operator, not too
happy about this, but couldn't think of another way to detect this well.
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relation to bug 19881:
* Clearly labelled the way that the scrollbar hiding works. Also see the report comments for an overview
* Added another pair of flags for another one of the cases in which scrollbars should also get ignored; when the entire contents of the view are visible, a pair of flags is now set in the view2d data (instead of for the scrollers tempdata only) for detecting this case too
* Fixed the potential for scrollbars without zoom handles shown to have those handles still considered. This still happened in the User Preferences window, but has now been disabled.
--
These changes still don't solve the bug though. Currently after the scrollbar operator passes through, the Outliner's activate-selection operators still fail to start.
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numbers for negative influences (as opposed to old 3-state button)
but the ui range was only set to 0,1.
Changed the defaults to -1,1 and added a shortcut - pressing minus
key while the mouse is over a number field or slider will make it negative.
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button handling, causing a lot of buttons to be handled as histogram
button... :)
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Management on/off leads to Crash
Various internal fixes, also additional feature - can drag on the histogram to change scale
(0 key to reset).
Also fix [#20844] Color balance node (lift freeze)
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- keymap item was missing NULL check crash
- editmode object in inactive layer crash
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* The Lift/Gamma/Gain formula previously was incorrect, fixed this and
removed conversions - now the RNA values are the same as what goes into
the formula.
* Because of this, added the ability for the Value slider to map to a wider range
than 0.0-1.0. The black/white gradient remains the same, in this case just
indicating darker/brighter rather than absolute colour values. Also added ability
for color wheels to be locked at full brightness (useful for this case, where the
color value itself is dark).
* Added an alternate formula - offset/power/slope (asc-cdl). This fits the standard
Color Decision List formula, here for compatibility with other systems, though
default Lift/Gamma/Gain is easier to use and gives nicer results.
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Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
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@ Tool Shelf
Made the RMB menus for manipulating shortcuts a bit more robust (only dealing with mouse
clicks/key events, rather than all tweaks/timers/etc) and added ability to add key shortcuts for
transform tools from the RMB menu.
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Fix [#20794] Can't save my file by pressing "Enter" button
- removed the ability to activate a text field by pressing enter when the mouse is over it. This wasn't that practical and now allows the convenient 2.4 behaviour in the file selector filename field, of pressing enter twice to save.
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behind G_DEBUG.
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similar to sequence editor.
--> http://mke3.net/blender/devel/2.5/color_balance_node.jpg
Also added 0 key (zero key) shortcut when mouse is over a button, to reset it to its default value.
Same as the RMB menu ->Reset to Default, except for color wheels, it only resets the hue/sat/value
components that that widget affects.
Peter/Xavier: The existing color balance code can generate NaNs (fractional power of a negative),
which causes havoc along the image pipeline. I added a check in the node code to prevent this.
Still plenty of potential for lots of better colour correction tools in the compositor, just needs time...
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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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Button wasn't getting freed correctly after exiting immediately after text selection
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Also restored copy/paste for color swatches
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square types.
Find it in prefs -> system
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same as other widgets
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Restored the old Eyedropper tool from the 2.4 colour picker. Now it's an operator,
working nicely using rna properties (fixes #19475 and some todo items)
This ended up being a bit more work than expected, it involved converting the
colour picker to use RNA properties directly, rather than temporary values. This has
several advantages, including being able to type in RGB values greater than 1,
however there are still some redraw issues with sliders.
Also removed the alternate color pickers after this time spent testing, the current one
should be sufficient, or alternatives to the wheel can possibly become preferences
in the current design.
Converting the picker to RNA also made it very trivial to make a cool new
ColorWheel template, which can be embedded in UI layouts. I've enabled it already
in texture/vertex paint brush properties and the sequence editor color correction:
http://mke3.net/blender/devel/2.5/colorwheels.jpg
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checking the button ran after freeing the data.
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* Moved 'change shortcut' (previously directly RMB on menu items) to a context-menu item, and added Remove Shortcut and Add Shortcut. This is all available now in a RMB context menu for operator buttons and menu entries.
* Renamed a bunch of key maps to be consistent with UI names, and human-readable. Since these key map names are now being directly used in the UI for people to find things, they should be understandable and in plain language.
This renaming may break some older saved key map setups - though previously saved .b25.blends should convert over ok. Exported .py files may need some find/replacing - in this commit check the changes in resources.c to see what's changed.
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Until we have proper multi-object editing, this adds a Copy To Selected
option to the right mouse button menu for Object and Bone properties, to
copy the value from the active object to the selected objects.
Also includes some implementation changes to reset to default operator.
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Added a new operator for properties which resets RNA-based settings to their 'default' values, as defined in RNA. This currently only works for floats, ints, enums, and booleans (strings and pointers still need to be implemented).
The current extensions to the RNA API that I've made here seem a bit excessive, and can be toned down if necessary. In short, I've just added accessor functions for the default-values of the property definitions.
For this to be really useful, many properties in RNA will need to get defaults defined, since the current defaults for quite a few properties tested were less than ideal.
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only accept 21.
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right click menu. Added window deactivate event for this.
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* Make snap ctrl instead of shift
* Only enable snapping after moving a few pixels,
otherwise too easy to do enable this by accident.
* Deselecting points with shift did not work.
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Caused crashes with window type selector and a slew of other unwanted behaviors.
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