Age | Commit message (Collapse) | Author |
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behind G_DEBUG.
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* 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
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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.
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In this commit, I've also removed all of the panel tabbing code instead of merely commenting it out.
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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.
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-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.
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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.
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* 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.
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* 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.
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* 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.
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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.
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* Default panel zoom level user preference, when creating
new button windows or pressing home-key to reset. Patch
by Matt D., thanks!
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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.
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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)
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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.
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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)
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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.
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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
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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 :)
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- 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)
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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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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)
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Two fixes:
- objects in editmode now update data on saving .blend
- uifonts and uistyles were not freed yet on reading files
yet.
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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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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).
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Fixed & upgraded tooltips to new drawing system.
Also fixed small error in menu shadows. Rounding of shadow below
menu went wrong.
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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?
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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.
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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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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!
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