Age | Commit message (Collapse) | Author |
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Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
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New Actions can now be added again from the Action Editor.
There are no guarantees that this works totally safely yet (reference counting may be quite off), so you've been warned.
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when passing properties=True as argument.
Other changes:
* uiItemR, uiItemFullR, uiItemFullO now accept a flag argument rather
than multiple different "boolean" arguments, but still exposed as
booleans to python.
* Fix RNA to support setting PROP_RNAPTR for return values.
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to show properties.
* One problem is that we currently have 3 different kinds of
property layouts, single column, two column, and single column
with text inside button, probably best to reduce this..
* Last operator panel now shows operator name in the header.
* Fix extrude operator to not include transform properties
anymore, since they are already there now due to macro system.
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in 3d view panel, and resize properly.
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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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Fixed the 'Add' button
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Cleaned up the colorband UI, and tweaked the tooltips. BTW the 'add' button doesn't seem to work yet?
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* World and Lamp previews now working here too.
* Experiment with list template, showing only icons. Unfortunately
texture icon render crashes combined with preview render so it
shows all icons the same.
* Influence panels updated, with slider for each option. The values
are still linked though, will fix that later.
* Image texture controls a bit more complete, still WIP.
* Color ramp back.
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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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check Save Image or Export PLY operator for example.
Also these code changes:
* Added some RNA collection iterator macros to simplify code.
* Fix bpy.props.BoolProperty not working correct.
* Merge uiDefAutoButsRNA/uiDefAutoButsRNA_single into one.
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Added support for icons in search menu.
It already displays icons for saved materials etc. from old files.
Have to add previewrenders for this still.
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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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Added search-browse to the Python ID template. Also added icon/button
for 'Add new'. (Note, we need icon for it).
Also fixed bug in search menu closing too quick on mouse-release, when
mouse was close to bottom of menu button.
And removed annoying warning if ID pointer was zero.
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First version of search-based ID browsing. Now only in use for the
top bar screen/scene browse. The python buttons will follow.
Also made search button colors match the theme colors from menu back.
Todos for browse-search:
- "Add new" will disappear, and become a separate icon button in the
row of widgets (like X, delete).
- Drawing the preview icons in menu
- Make search menu dynamic, with configurable number of items? And/or
multi-collumn... for now it's static
- Search menu should popup with last active ID visible and selected
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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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* Accept None as NULL pointers through python function calls.
* Added type callback for pointers back, it's useful still in
some cases. Made Object.data editable using this, the pointer
type varying based on object type.
* Wrap pin ID pointer in buttons space.
* Added subclasses for text and surface curve ID blocks, to
organize data better and get proper icons.
* Added RNA_type_to_ID_code and ID_code_to_RNA_type functions.
* Update RNA_access.h with new RNA types.
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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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* Added initial color ramp and curve mapping templates.
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Fix for Spin & Screw Mesh edit operators.
- now center and axis are RNA properties for operator
- axis is drawn as Normal button in properties buttons. Fun toy!
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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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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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Fixes:
- Render (F12) would choose the (hidden) info window in cases, disabled
that.
- Browsing ID's (like Image in Image editor) failed when no ID was
assigned yet.
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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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* Made the buttons space listen to and update for new active objects
* Cleaned up the Add Object 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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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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* 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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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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* Added support for RNA pointer buttons. It's like the existing
ID pointer buttons but with an icon, and autocomplete works.
There's some drawing issues currently but don't want to
interfere with the refactoring here. Also todo is support for
things like vertex groups or bones.
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* Fix for F6 redo and similar popups closing when moving
mouse outside of the popup while interacting with buttons.
* Simplify F6 redo popup code by using generated layout.
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* As a test, used by:
* Object buttons, tried to make it match the mockup.
* Text window header.
* Text window properties panel.
* Panel interaction with view2d is still problematic, need to make
this work properly still.
* Templates are very basic, the ones there are simple but already
can follow the object buttons mockup quite closely.
* It's based on a three level system: panels, templates and items.
To get an idea of what that means in practice, see:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/UI_LayoutEngine#Panels.2C_Templates_and_Items
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There was very little structure in this code, using many globals
and duplicated code. Now it should be better structured. Most
things should work, the main parts that are not back yet are the
python plugins and markers. Notes:
* Blenfont is used for drawing the text, nicely anti-aliased.
* A monospace truetype font was added, since that is needed for
the text editor. It's Bitstream Vera Sans Mono. This is the
default gnome terminal font, but it doesn't fit entirely well
with the other font I think, can be changed easily of course.
* Clipboard copy/cut/paste now always uses the system clipboard,
the code for the own cut buffer was removed.
* The interface buttons should support copy/cut/paste again now
as well.
* WM_clipboard_text_get/WM_clipboard_text_set were added to the
windowmanager code.
* Find panel is now a kind of second header, instead of a panel.
This needs especially a way to start editing the text field
immediately on open still.
* Operators are independent of the actual space when possible,
was a bit of puzzling but got it solved nice with notifiers,
and some lazy init for syntax highlight in the drawing code.
* RNA was created for the text editor space and used for buttons.
* Operators:
* New, Open, Reload, Save, Save As, Make Internal
* Run Script, Refresh Pyconstraints
* Copy, Cut, Paste
* Convert Whitespace, Uncomment, Comment, Indent, Unindent
* Line Break, Insert
* Next Marker, Previous Marker, Clear All Markers, Mark All
* Select Line, Select All
* Jump, Move, Move Select, Delete, Toggle Overwrite
* Scroll, Scroll Bar, Set Cursor, Line Number
* Find and Replace, Find, Replace, Find Set Selected,
Replace Set Selected
* To 3D Object
* Resolve Conflict
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Assorted smaller fixes:
- Fix: modal keymaps for editmode in view3d were not set again
when you copy areas or go fullscreen.
- Improved "redo last op" (F6) to search back in history for
a redoable operator. Operator also used wrong pupmenu type.
- On creating new FCurve editor, the channel rainbow colors are
set correct.
- EditMesh: fixed code for Spin/Screw, correct props, init and
error reporting. (Spin hotkey ALT+R temporary)
- recompiled all to check for uninitialized variable warnings.
(compile flag should be -O for this). Fixed some proto's.
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graph editor among others.
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* Added Particle wrapping patch by Roelf de Kock. It's not
complete yet and I haven't reviewed it, but committing anyway,
will get to it later.
* Added "Percentage" subtype for floats. Doesn't really do
much besides making auto rna buttons into sliders rather than
numeric inputs, but can later display in % rather than 0.0-1.0.
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* With one item in ID databrowse list, you couldn't activate it.
* Render result without render image now displays grid at size
according to render settings again.
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Bugfix: passing on uninitialized var to a function made msvc halt.
Strange that gcc didnt complain :)
Brecht: check if this 'a' was needed as counter or so?
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Smaller jobs, all in one commit!
- Moved object_do_update out of view3d drawing, into
the event system (currently after notifiers).
Depsgraph calls for setting update flags will have to
keep track of each Screen's needs, so a UI showing only
a Sequencer doesn't do objects.
- Added button in "Properties region" in 3D window to set
or disable 4-split, including the 3 options it has.
(lock, box, clip)
- Restored legacy code for UI, to make things work like
bone rename, autocomplete.
- Node editor now shows Curves widgets again
- Bugfix: composite job increased Viewer user id count
- Bugfix: Node editor, not "Enable nodes" still called
a Job, which didn't do anything
- Various code cleaning, unused vars and prototypes.
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- Node editor: link cut back, now under ALT+LMB, to prevent
accidents. Note it now nicely intersects the real curved
noodles with a line you draw!
- To make above work, replaced ogl curve draw with own bezier
code.
- Added new WM standard operator callback for lines-gesture,
the Lasso gesture now draws a closed line.
- Both callbacks have optional property 'cursor' to make it
give modal info. For future also linestyle or color can be
defined.
- Changed 'pin' icon in Image header to something that looks
less scary... but there's no pin icon yet?
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