Age | Commit message (Collapse) | Author |
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* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
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* 3D view Object menu works again, many operators missing still
because they are not yet implemented.
* Constraint types now have separator, and fix too much spacing
in the constraints header.
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* RNA: enum items with "" indentifier are now interpreted as separators.
* Add Object menu: added consistent names, separators.
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* Fix poll() callback changes in recent commit, note that these have
to work with pinned context too.
* Hide header for context panels in py layout.
* Don't jump back when collapsing a panel, allow the view to be
over some empty space until you scroll back.
* Fix follow context icon, order had to be reversed in icon file.
* ID template now has icon as part of browse button instead of
outside the buttons.
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* 3D view Mesh menu works again, but incomplete.
* Add Properties and Toolbar to 3D View menu.
* Added "specials" menus back, vertex/edge/face and general.
* Various fixes in existing mesh operators, some were not working.
* Add MESH_OT_merge.
* Merge all subdivide ops into MESH_OT_subdivide, subdivide code
changes to make smooth + multi give good results.
* Rename all select inverse ops to *_OT_select_inverse.
* Fix "search for unknown operator" prints at startup, and some
warnings in py code.
* Don't run .pyc files on startup.
* Remove unused image window header C code.
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* Lattices: properties editable, editmode operators, menus working
again. As a bonus you can now edit u/v/w in editmode.
* Shape Keys: some code cleanup, and added more buttons. The
value/min/max buttons don't work correct yet though.
* Fix issue with uv textures, vertex colors not being visible outside
editmode, and a few other issue. Mesh.edit_mesh is now NULL when
not in editmode.
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All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.
* Added near empty soft body, fluid, field and collision panels,
tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
updates after pointcache refactor?
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Search Menu: added feature that on opening, it shows the
current ID block, and selects it. Same can be used for other
searches, just pass on pointer to active item for the search
callback.
Also fixed arrow triangle draw for search.
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* Search popup + autocomplete for bones, vertex groups, etc. This
is done with layout.item_pointerR, specifying an RNA collection to
take the items from. Used by constraints and modifiers.
* Some tests with the List template, ignore those for now..
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* Added SCROLL button type, use like a NUMSLI basically, with
a1 used to define the scroller size.
* Add scroll and toggle colors to the Theme (toggle was set to
draw like radio in a recent commit, but it's the intention
these look different).
* Added rudimentary list template, used for object material
slots, this is WIP though.
* In popup menu, split text with line breaks over multiple
lines, makes python errors display slightly nicer.
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* Make Directional Order menus the default again.
* Scale up contents panels that do not use layout system.
* Fix for enum size and uncesseray colon in some cases.
* For item_menu_enumO, show icons if specified in RNA in
the menu (e.g. in the add modifier menu if there were
icons specified).
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* Added option for panel to be closed by default.
* Added support for RNA property and enum icons in buttons.
* Remove some deprecated RNA menu code.
* Fix issue with newly created panels not being inserted in the
right place.
* Fix issue with 3-split layout not being divided correctly.
* FIx issue with menu items not drawing correct using python UI.
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eg, layout.operator_context = 'INVOKE_REGION_WIN'
Needed to set the context that menu item operators are executed in.
fixed missing NULL check with anim system debug printing.
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- uiItemEnumO_string, forgot to actually set the enum value
- added more sequencer header buttons (these should probably be moved to a view panel eventually)
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
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- Move buttons into the sequencer Nkey region
- Made the header and menu items use the python api, still need to get more buttons working.
- Fixed some minor problems
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Preview renders:
- Added proper button type (BUT_EXTRA) for preview buttons, to
handle drawing better. It now first draws an alpha mask, to
ensure the preview is correctly fitting inside the widget style.
It then draws the outline.
- Added protection for executing preview renders while regular
rendering, that's not going to work...
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Example sequencer menu
self.layout.column()
self.layout.item_enumO("SEQUENCER_OT_effect_strip_add", property='type', value='ADD', text="Effect Strip (Add)")
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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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* Implemented scale_x/scale_y for layouts.
* Implemented left/right/center/expand alignment for row layouts.
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layouts in a header.
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* Added some properties of uiLayout that can be set. I've added
some API code for more than the two I've implementeds, so
ignore those for now.
* layout.active = False will gray out buttons inside a layout.
* layout.enabled = False will gray out and completely disable
the buttons inside a layout.
* Also some function renames.
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Added a system for adding a "local" context in a UI layout.
This way you can define for example within a modifier panel
all operators to get the modifier in the context.
In the layout code:
uiLayoutSetContextPointer(layout, "modifier", &ptr)
layout.set_context_pointer("modifier", md)
In the operator:
ptr = CTX_data_pointer_get(C, "modifier")
md = context.modifier
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* Added Constraints template and Add Constraint operator.
* Added toggle=True/False parameter to uiItemR, to get a
toggle button (actual button) rather than an "option"
button (checkbox)
* Added OPTION/OPTIONN button type, to distinguish with
TOG/TOGN.
RNA:
* Make all modifier pointers editable, including correct updates.
* Added notifiers and updates to constraints.
* Fix a stack corruption, pointed out by Andrea, and potentially
causing crashes.
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* template_modifier creates the modifier box, and returns a layout
to put the buttons in.
* Only the armature modifier is now done with python code, all other
modifiers use C code. To convert a modifier to python, remove the
corresponding C code and create a function in DATA_PT_modifiers.
* Some modifiers still require some RNA work to get it working well,
especially to make pointers editable. Mostly that is a matter of
defining an own _set callback and put some of the modifier C code
into it.
* Still various buttons that don't work, like for hooks or mesh
deform binding.
* Fix for crashing decimate modifier (still disabled).
* Removed UI_BUT_NO_HILITE, HMENU.
* Make uiLayoutBox work with align.
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* Hide enable button in horizontal collapsed panels.
* Fix enable button not being in correct position when zooming.
* Fix n-key panels layout being messed up.
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* Fix buttons jumping around when resizing and zoom. Part of this was
adding a tiny a 0.001f offset in UI_view2d_view_ortho, otherwise the
rounding is unpredictable (used to be 0.375f, but that was disabled).
* Fix various issues with zooming, panning panels. V2D_LOCKOFS_X/Y is
now taken into account in more places in the view2d code, to avoid
zooming into the center or panning out of the view.
* Remove "Free" align mode in buttons window (it's not really useful).
* View3D/Graph/Image editors now use the same PanelType system as the
buttons window, means some deprecated panel code could be removed.
* Some small visual tweaks for panels.
* View 2D Reset operator (Home key), to reset zoom and panning for panels.
* Added argument to set number buttons as sliders (slider=True for itemR).
* Ignore labels for button alignment (doesn't look right).
* Fix some use of context.main in py scripts, should get data from active
object instead.
* Fix autotexspace -> auto_texspace in py script.
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* 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.
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Cleanup of conventions for icon placement in menus.
Old code only allowed 1 icon per menu, forcing to pass on the sublevel
menu icon with exception handling.
Now sublevel icons are drawn automatically, allowing to add an icon
before name too. (Check shift+a menu)
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* Made separator item work horizontal & vertical.
* Add colon (:) automatic for int/float/enum/string.
* Added space variables to uiStyle and use them in the
layout engine.
* Added initial World buttons by Thomas Dinges, thanks!
* Added some code for modifiers in the Object Data context.
This will become a template though.
* Use a common poll() callback in the scripts to reduce code.
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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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* 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.
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some spurious prototypes I forgot to get rid off.
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* Wrapped HeaderType/Header.
* Some tweaks to get type properties wrapped with less code.
* Made Panel space and region types enum instead of string.
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The Python API to define Panels and Operators is based on subclassing,
this makes that system more generic, and based on RNA. Hopefully that
will make it easy to make various parts of Blender more extensible.
* The system simply uses RNA properties and functions and marks them
with REGISTER to make them part of the type registration process.
Additionally, the struct must provide a register/unregister callback
to create/free the PanelType or similar.
* From the python side there were some small changes, mainly that
registration now goes trough bpy.types.register instead of
bpy.ui.addPanel.
* Only Panels have been wrapped this way now. Check rna_ui.c to see
how this code works. There's still some rough edges and possibilities
to make it cleaner, though it works without any manual python code.
* Started some docs here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNATypeRegistration
* Also changed some RNA_property and RNA_struct functions to not
require a PointerRNA anymore, where they were not required (which
is actually the cause of most changed files).
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* Broke loading buttons_scene.py in last commit.
* Fix issue with space not being distributed equally
in the layout engine.
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* For new buttons spaces, automatically set horizontal/vertical
align depending on size, instead of free.
* Cleaned up the UI panel API. There's now a new uiBeginPanel
function which takes a panel type, and a uiEndPanel which takes
the final size. uiNewPanel* functions will be phased out.
* Animate the re-alignment when a panel size changes, e.g. when
enabling dupliframes.
* Load ui scripts from the release/ folder first if it is
available. This makes it easier to edit ui scripts, since it
will directly use the original files which avoids having to
run the build system.
* Improve editing of panel types while blender is open. That
means fixing some issues with lacking updates, overlaps, strange
ordering. It even does an animation now when the panel resizes.
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* Don't call generic layout hints templates anymore, i.e.
TemplateRow becomes Row, etc.
* Added more general layout nesting, using uiLayoutSplit()
and uiLayoutBox() functions, for which the sublayouts
can then be accessed using uiLayoutSub(), to put items
in those sublayouts.
* Some steps to make the layout decisions, like which items
to put in which columns, independent of the width of the
window or the text in the buttons. We want the layout to
be stable under resizes and translations.
* Added an "expand" parameter to uiItemR, used now to expand
enums into a row instead of using a menu.
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* Added simple row template to layout buttons
in a horizontal row, so you don't need to use
columns for it.
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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.
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* Template slots are no longer specified per item, but are
a state now, set with uiTemplateSlot.
* Some renaming of Layout functions for consistency.
* Fix for roundbox in stack template, now is always behind
the other buttons.
* Improved python API for layout:
http://www.pasteall.org/5008/python
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Quick hack to enable zoom in buttons window again.
It uses bad old conventions for fixed panel width still, view2d has
to be tweaked for new system. But, it shows layout to work. :)
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More font style work;
- hooked up almost all ui buttons code to new font
system, including text clipping
- panel headers scale now too to smaller fonts
- added further style hints, for shadow/emboss. Is all going to
be in UI designer control!
- for fun; changed layout engine to spread vertical buttons in
window width
Next: removal of all usage of old font system, using 'styles'.
Will also move font blurring to blenfont module.
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- Widgets now draw projected themselves, putting window/region matrix
on 1:1 pixelspace. This allows zoomable buttons, but crispy.
- Note: text in smaller buttons dont get clipped correct now, WIP
- Fixed error with button types in some menus.
- removed temp UI_2_50 define hack.
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- I key over a button inserts a keyframe.
- Alt+I removes a keyframe.
- With right mouse button a menu with these options pops up.
- Buttons are colored green if the property is animated, yellow
if it is on a keyframe. I followed the colors from the UI
mockups, but the flicker on keyframes seems too distracting in
practice?
- This only works for properties on the ID itself at the moment,
path callbacks need to be filled in for all structs but mesh
still.
- It doesn't work when you're over a related label, that needs to
be made to work.
- I made it insert keyframes outside of any keyingset. Not sure
how this is supposed to integrate?
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Some more work on UI drawing code, added a generic structure
for how widgets will be defined. It's still a wrapper on top
of old buttons. Docs follow still.
Some visual improvements;
- more button types supported (check render buttons)
- pressed state is shown
- better 'panel' triangle AA, and new divider style
Still a lot of work here. I expect the next days/weeks to
be much more coding too, had to catch up with a lot of other
Blender stuff. There's more (excitement) going on than code. :)
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* Fix sometimes non-working close/open button.
* Fix panels being a bit out of the view on startup.
* Fix too large totrct region for view2d.
* Fix wrong panel order when changing vertical <-> horizontal.
* Fix wrong panel positions after switching contexts.
* Fix an access of freed memory when collapsing panels.
* Free align mode works again.
* Animations work again.
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* Fix ANIM button, didn't work and was leaking memory.
* Transform ops: Edition -> Editing.
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*******
ported some of the scene buttons to the new system
- added RNA_SceneRenderData struct to rna
- added a warning print to uiItemR when it can't find the property
- what is not there is due to relating entry not being in RNA
- anim button does not work
Im commiting this so we have much more wider test area then text and object buttons
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