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AgeCommit message (Collapse)Author
2010-02-12correct fsf addressCampbell Barton
2010-01-22Cleaned up some printfs in editors/ - converted some to reports, hid others ↵Matt Ebb
behind G_DEBUG.
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-10-19Patch #19034: (2.5) Display titles of closed panels in horizontal mode Joshua Leung
This patch was one of the patches submitted by Wolfgang W. (bender) (the others have already been committed). In the patch, there was commented out code for counter-clockwise rotation of the text, but I've removed that. -- In this commit, I've also removed all of the panel tabbing code instead of merely commenting it out.
2009-08-07Remove bitmap mode from blenfont, only draw with textures.Diego Borghetti
As Joe point on a previous mail, glBitmap don't work nice on all cards and also some of the things that we can do with texture are hard (or need that blender check the font mode) to implement.
2009-08-03UI tweaksWilliam Reynish
-Removed shadows from most UI items. The shadow settings are unfortunately not really useful, because you can't set them for individual items. There was a lot of black text with black shadows, which really only makes the text look fuzzy. For shadows to improve clarity, they should be the opposite color of the text label, not the same color. -Tweaked material layout, with clearer grouping in Ray Mirror and Ray Transparency panels. -Added icons in the texture type menu to signify which textures are procedural and which ones are images, and plugins.
2009-07-29Bitmap mode is back.Diego Borghetti
The option of Texture or Bitmap font is working again, yes it's really uuuuugly right now, but it work. On the next commit I go to put this at the same level that texture font. Change this from User Preferences -> Language -> Textued Fonts, save the preferences and run blender again.
2009-07-242.5: UIBrecht Van Lommel
* Fix issue where it would automatically scroll when collapsing panels. * Fix panel dragging not taking zoom level into account. * Fix enum menu having too small default width in headers. * Fix tooltips not showing shortcuts etc. if there was not tooltip defined for the button. * Fix some refresh issues with color ramps. * Add a bit more space between columns in the layout engine. * Make scrollers darker so they are less distracting, and highlight instead of reverse shading when dragging.
2009-07-212.5: UIBrecht Van Lommel
* List template visual changes. Items now look different, and it expands to size 5 as more items are added. * Added LISTROW and LISTBOX elements. The former is like a typical ROW button, but looks diffrent. The latter looks like a BOUNDBOX, and has no extra features yet. * Fix some glColor3ubv warnings with casting, did not find a nicer way.
2009-07-162.5: DefaultsBrecht Van Lommel
* Wave modifier speed 0.5 -> 0.25. * Particles even and random distribution on. * Particles normal velocity 0.0 -> 1.0. * Particles size 1.0 -> 0.05. * Particles draw emitter and material color on. * Field strength 0.0 -> 1.0 * Object drawing without material was not consistent with default material. * Panel title 13 -> 12 points.
2009-07-11Allow the user set which style to use for the kerning value.Diego Borghetti
This are freetype2 options: Unfitted - Scaled but un-grid-fitted kerning distances Default - Scaled and grid-fitted kerning distances We always use Unfitted, but the "Default" style give better result here, so please test and if nobody complain we can set this style as the default.
2009-07-112.5:Brecht Van Lommel
* Default panel zoom level user preference, when creating new button windows or pressing home-key to reset. Patch by Matt D., thanks!
2009-07-11Yes!! a nice font again!!Diego Borghetti
Matt, I found the problem in one of my previous commit, so I revert all my changes and now the font look good again. Also remove all the options (kerning, overlap and user kerning), I want to make this a little better.
2009-06-23New Style option: OverlapDiego Borghetti
If this option is enable, the blenfont check for overlap characters, like one of my previous commit but now it's optional and disable by default. (This fix the "Fi" or other case when the characters are too close) Enable/disable from: Outliner -> User Preferences -> Styles -> Panel Font -> Overlap (also for other styles, Group Label, Widget, Widget Label)
2009-06-23Move shadow option (for text) from editor/interface to blenfont.Diego Borghetti
Two new function: BLF_shadow: set the level (for blur) and the shadow color. BLF_shadow_offset: set the x and y offset for shadow. (this is the current position plus offset) By default shadow is not enable in the font, so before draw the text you need call BLF_enable(BLF_SHADOW), also remember disable the option in the end.
2009-06-13Restore default value for font kerning.Diego Borghetti
The user value is 0 by default and the font kerning (the value that come with the font) is enable, like always. (the last was disable by mistake in a previous commit)
2009-06-12Made the kerning a float, this give a little more of tweak.Diego Borghetti
0.5 is the default value now, the range are from -5.0 to 5.0. Note that we allow negative value, but the current draw code always check for overlap characters.
2009-06-12Smal tweak to allow the user set a kerning value.Diego Borghetti
This commit add two option to the blenfont library: 1) BLF_FONT_KERNING This enable the kerning information that come with the font, by default this option is disable and still don't have a UI for change. 2) BLF USER_KERNING This allow the user set a kerning value to by apply for every character, by default this option is enable but all the font have a kerning value of zero. Ton I add this option to the style with a default value of 1. Access from: Outliner -> User Preferences -> Style -> FontStyle -> Kerning
2009-06-022.5Ton Roosendaal
Part one of new text button type: SEARCH_MENU This opens a popup showing all matches for a typed string, nice for object names, materials, operators, and so on. Warning: Currently menu doesn't function yet! Only draws choices. As test I've added an operator search button in top bar. It only shows operators that can be used in this context now. Also that is part of the WIP, tomorrow more fun :)
2009-06-012.5Ton Roosendaal
- Fix: text draw in fonts was slightly too low; it didn't calculate offset correctly. Now it is aligned to have number characters in center. - Fix: text clip was too wide, giving errors on extreme zoom in. - Added boundbox-clipped default text drawing for view2d: void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, char *str) (Note; also for previous commit, this cache immediately projects, so if you change view2d while drawing, text is still on correct positions)
2009-05-20Assorted UI tweaks/cleanupsMatt Ebb
2009-05-15UI: Layout EngineBrecht Van Lommel
* 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.
2009-05-06Big, big commit!!Diego Borghetti
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2 2) Remove the old bmfont 3) Remove ftfont and bFTGL library 4) Implement a new BLF_draw_default function for place that still need/use the old BMF api. I try to update both, scons and cmake, but I only can test with make, so hope all work fine. MSVC is broken, but I don't have Windows, things to search and fix are any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont). Always have to link/include the freetype2 library Remove any reference to libbmfont Remove any reference to libftfont Remove any reference to libbftgl (or libbFTGL)
2009-04-302.5Ton Roosendaal
Two fixes: - objects in editmode now update data on saving .blend - uifonts and uistyles were not freed yet on reading files yet.
2009-04-27UI:Brecht Van Lommel
* 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.
2009-04-24Move texture draw to blf_util.c, now both font used it.Diego Borghetti
A little cleanup on the internal font, it's possible load the old bmfont with: BLF_load_mem(name, NULL, 0) where name can be: helv, helvb or scr. Note that the internal font also support both draw, texture and bitmap, by default always used texture. Remove some old lang function that I left there and don't exist any more because the locale are now in the RNA. Small changes to Style's, so if we build without freetype2 by default go back to the internal font, this is a little ugly (and have the old problem of scale) but now blender always show text (need work a little more there).
2009-04-152.5Ton Roosendaal
Fixed & upgraded tooltips to new drawing system. Also fixed small error in menu shadows. Rounding of shadow below menu went wrong.
2009-04-102.5Ton Roosendaal
Grand cleanup: - removal of FTF and ftfont dir - removal of text.c which wrapped it - wrapped old text drawing code temporarily, need to decide how 'style' will behave per editor when you draw strings outside interface code.... wouldn't be very useful to set fonts locally all over?
2009-04-102.5Ton Roosendaal
Nicer implementation of blurred font draw, moved to blenfont module. Set it with BLF_blur(value). Current kernels implemented are 3 and 5 only. Blenfont module can extend this once.
2009-04-102.5Ton Roosendaal
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.
2009-04-092.5Ton Roosendaal
WIP commit for UI drawing. - Hooked up Diego's new Font API - Added Style definitions for fonts, currently it uses a different font for panel titles to show it. - Styles are in Userdef now too, still not finished - Userdef "DPI" will offer global control over font size, to match monitor size/resolution. It's meant to scale widgets and headers too btw, later. - Lots of code removed for old fonts, but that's unfinished. On todo: too much to mention, will continue happily tomorrow!