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2010-10-14remove unused args or tag as unused for image and screen editors, ↵Campbell Barton
uiItemEnumR_string was ignoring name and icon args.
2010-10-14remove unused args in draw*.c and some in view*.c, tag some as UNUSED().Campbell Barton
2010-08-16- remove unused includes IMB_*, BIF_* & MEM_*Campbell Barton
- remove MEM_guardedalloc.h from header files (include directly)
2010-05-12fix for hanging while drawing fcurves, the function made some attempt to ↵Campbell Barton
avoid the problem but when the view is zero pixels wide it still hung for some time.
2010-05-05billboards were using un-initialized memory and avoid divide by zero in some ↵Campbell Barton
cases.
2010-04-22BugFix:Diego Borghetti
[#20854] PROPERTIES STAMP: Rendering stamp flickers in output renders Blenfont was not thread safe, that is why one thread can change the font properties (size, dpi, color, etc) at the same time that the stamp draw on the image, and then the problem. To make blenfont thread safe I have to change two important things: 1) Every BLF_* function take one argument, the font id. 2) We have two new function to make font "thread safe": BLF_load_unique BLF_load_mem_unique This two function are for case like stamp, that need and own font that don't share the glyph cache, so can draw without problem in a different thread. Why the BLF_*_unique function ? Because blenfont keep only one copy of a font and keep a list of "glyph cache". Every glyph cache have size and dpi, so if two different thread access the same font at the same time, they can change value and finish with something like the stamp problem. Why don't remove the glyph cache ? Because if we do that, we finish with a font object for every size and dpi, and the stamp is really a special case that happen in the rendering process, so I really thing is better keep the glyph cache and make this two new function to handle this special case. (When I say "font object" I mean have the same freetype font multiple times just to have differents size and dpi) As Matt point we still can have one case that two thread access the BLF_*_unique function at the same time, but I am looking to fix this with some class of thread lock. For now I test and work fine, so if some one found problem, please let me know. Campbell I have to change the python api (python/generic/blf_api.c) to the new syntax, so maybe you can take a look at this.
2010-03-23more lint includesCampbell Barton
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
2010-02-16Fix user preferences window contents being shifted to the left.Brecht Van Lommel
2010-02-12correct fsf addressCampbell Barton
2010-02-07Fix jumping panels when opening a new properties area or area containingBrecht Van Lommel
a region with panels (e.g. file browser).
2010-02-01Fix #20891: opengl animation render could mess up the view.Brecht Van Lommel
The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not work well for offscreen rendering. It would have been possible to make a fake subwindow for this, but I decided to just remove this extra layer as it does not seem to have much purpose and has been quite confusing when trying to fix other bugs. The relevant matrices are already stored in RegionView3D so there will be no increase in calls to glGetFloat, which may have been a performance reason to use this system in the past.
2010-01-31Various tweaks to View2D code for handling of scrollbar interactions in ↵Joshua Leung
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.
2010-01-30View2D/TimeCode Drawing:Joshua Leung
This commit introduces a few cleanups and tweaks to the way that timecodes (i.e. the timing indications used instead of frame numbers) get displayed. 1. Custom Spacing of TimeCodes/Gridlines Made the minimum number of pixels between gridlines/timecode indications a user-preference, instead of being a hardcoded constant. This allows to set the spacing tighter/looser than the defaults, and is also used for the other changes. 2. Default timecode display style, (now named 'minimal') uses '+' as the delimeter for the sub-second frames. This hopefully makes it a bit clearer what those values represent, as opposed to the '!', which can sometimes look too much like a colon. 3. Added various timecode display styles as user-preference. - These include always displaying full SMPTE, to showing milliseconds instead of frams for sub-second times, and also an option to just show the times as seconds only. - When changing the timecode style, the spacing setting is automatically modified so that the timecodes are spaced far apart enough so that they won't clash (under most circumstances). This automatic modification is only done if the spacing is too tight for the style being set. 4. Unified the code for generating timecode strings between the View2D scrollbar drawing and the current frame indicator drawing.
2010-01-26Bugfix #19344: Using the scroll bar zoom widget doesn't work in some situationsJoshua Leung
Zoom widgets now only show if the scrollbar only shows scale markings (i.e. timegrids). --- Also removed an empty header file.
2010-01-25Durian Request/Bugfixes: Graph Editor Zooming doesn't go far enoughJoshua Leung
Pushed limits for Graph Editor view extents to proper limits, and fixed clamping used in View2D code which was preventing height of View2D viewports from getting below 1.0
2010-01-22Cleaned up some printfs in editors/ - converted some to reports, hid others ↵Matt Ebb
behind G_DEBUG.
2010-01-14Fix [#19932] When reducing panels vertically the scrollbar should not ↵Matt Ebb
continue redraw in opposite direction
2009-12-28Fix for [#19519] Dope sheet scrollbar goes out of boundsMatt Ebb
2009-10-07Fix compile warning, function does not return anything (void function).Daniel Genrich
2009-09-28File Browser fixes:Brecht Van Lommel
* The code to draw only visible items was not working, giving slow performance with many files (bug #19469). * Fix detailed list display on non-windows, would give overlapping text. * Fix folders with many files not displaying all items, changed short to int in various places, was overflowing. * Recreate layout on area resizes, file view gets out of sync otherwise. * Workaround for v2d height not being correct with image display due to scrollers. * Fix view2d code to compute minimum scroller size, this would make the scroller go outside of its bounds.
2009-09-28Fix #19482: setting cursor position in uv editor was not correctBrecht Van Lommel
zoomed in, needed to make view2d offset for pixel rounding dependent on zoom level.
2009-09-23Some UI tweaks as listed by William Joshua Leung
(http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Todo/UserInterface) * Removed panel docking. "It is too easy to do by accident when reordering panels, is very hard to control and use, and has no real benefit." * Scoll bars have minimum size now, so that the 'thumb' doesn't disappear in long lists.
2009-07-302.5: Buttons ViewBrecht Van Lommel
* When resizing the window, the top position is now preserved, instead of the center position. * Fix zoom level not being preserved in various cases, when changing both with and height. This replaces some earlier code which did this at screen level but wasn't very reliable. * Different tabs now each preserve their own scroll. * When switching between tabs, it now scrolls to show as many buttons as possible, instead of possibly showing empty space. There is a trade-off here between doing that keeping the buttons in the same place, no ideal solution exists I think. * Change zooming in/out to be symmetric, for example doing numpad + then - did not give the original zoom level back. * Added some calls to avoid hanging tooltips when manipulating the view. Internals: * Added V2D_KEEPOFS_X and V2D_KEEPOFS_Y to keep the top/bottom rather than the center. * Renamed V2D_KEEPZOOM to V2D_LIMITZOOM (seems more appropriate), and make V2D_KEEPZOOM preserve the zoom level.
2009-07-282.5: various one-liner fixesBrecht Van Lommel
* Image window only show game properties in game mode. * Fix image window render info drawing wrong with alpha enabled. * Win32 editmode cursor now uses a different one than the system cursor, that one is barely visible, especially in the new theme colors. * Center text in operator header print. * Fix sequencer unlock shortcut key. * Fix uv layer / vertex color active render button now graying out. * Workaround to get default zoom level 1:1 again for new buttons (will try to fix properly later, is due to scrollbars).
2009-07-162.5 - View2D fixes for User PrefsJoshua Leung
Added NULL check for View2D code for invalid style pointer (this underlying problem should get addressed at some point), and reinstated the reinitialisation hack for panel regions.
2009-07-142.5 - Scrollbars are now shown when a list of panels can't fit in viewJoshua Leung
Notes: - These may be taking up a bit too much room in some situations. Perhaps an option to turn these on/off is needed? - I've added a quick hack in area.c -> ED_region_panels_init() to set the flags to make scrollbars show up in regions whose View2D data has already been initialised. This is primarily aimed at the Buttons Window in the 2.5 defaults file, which seems to have been saved in 2.5 or so - The expand icons on either end of the scrollers don't really seem to be necessary? (or not working yet)
2009-07-112.5 - NLA SoC Branch Merged to 2.5!Joshua Leung
(19863 to 21513) Highlights of the new NLA System (and related Animation System changes): * NLA Data is stored in AnimData alongside Action and Drivers. The NLA stack is evaluated before the Action, with the Action always overriding the results of the stack. * NLA Data is arranged in 'Tracks', which act like PhotoShop layers. These can be muted, protected, and/or made to be played back by themselves * Within each track, there can be multiple 'Strips'. There are 3 types of strip -> Action Clip (references some action), Transition (blends between the endpoints of two strips), and Meta (container for several strips that occur sequentially) * FModifiers can be applied to strips, and strips can have animated influence/time controls. Playback for strips can also be backwards now! * Playback can now go in forward and backwards directions. * Animation Editors have been polished (unfinished features added, existing features cleaned up and made more consistent) Notes for BuildSystem Maintainers: * Only scons has been actively tested. Makefiles should work fine. * MSVC ProjectFiles are broken due to the very way they work. * CMake status unknown... Other notes: * Hopefully I haven't made any mistakes while doing the merge. More files than expected were showing some weird conflicts, so you may have some broken code... * Not all old files (with NLA) data load exactly the same anymore. However, the bulk of the files out there should be ok (I hope)
2009-07-11NLA SoC: Merge from 2.5 soc-2009-aligorithJoshua Leung
21470 to 21512 Next up, NLA-branch to 2.5 :)
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!
2009-07-10NLA SoC: Merge from 2.5Joshua Leung
21330 to 21469
2009-07-072.5Ton Roosendaal
- Scrollers now only disappear for regions with a fixed total view, like lists, buttons, channels. More or less infinite views keep scrollers to indicate that you can still pan or zoom further. - Nodes: put back SHIFT+D "Add duplicate" (Also fixed duplicate objects menu name... it should be a bit more descriptive)
2009-07-032.5Ton Roosendaal
More scroller work: - Added subtle arrow widgets to denote a scroller can zoom the view. - Made zoom symmetric (old convention to only zoom "one side" just worked badly)
2009-07-032.5Ton Roosendaal
Upgrading text editor to draw new scrollbar too.
2009-07-03NLA SoC: Merge from 2.5Joshua Leung
21301 to 21329
2009-07-022.5Ton Roosendaal
Cleanup of scroller drawing in 2D windows. Before: http://download.blender.org/institute/rt11.jpg After: http://download.blender.org/institute/rt12.jpg Will add 'zoom' widget circles later, as mockupped here: http://www.reynish.com/files/blender25/fcurve_scrollbar.png Also note the scale values are inside scroller; drawing it on top conflicts with current frame item and markers. Currently scroller disappear entirely when view is total. For Joshua: To make sliders behave nicely, the boundbox (v2d->tot) has to be refreshed on each change. I've added it in graph drawing now, but it could be notifier based I guess... not sure what the correct anim api call would be. Can discuss tomorrow! On todo: Layout config hints so people can make scroller positions swap.
2009-06-28NLA SoC: Merge from 2.5 - 21179 to 21209Joshua Leung
2009-06-272.5Ton Roosendaal
Two bugfixes: - When making 2d windows small (zero sized) the view2d data could get corrupted with NaN values. Clipped values correctly to 1. - Search menu (ctrl+alt+f) had wrong color for selected text in text button
2009-06-10NLA SoC: Merge from 2.5Joshua Leung
20669 to 20771 (sheesh, that took an hour, not including having to restart the whole process after TortoiseSVN bailed out midway through the first try)
2009-06-10Timecode printing is more or less duplicated in two different places,Guillermo S. Romero
so make them both use the same style and note down for future.
2009-06-02NLA SoC: Merge from 2.5 20441 to 20570 (HEAD)Joshua Leung
There were a few conflicts/missing files. Hopefully everything updated ok...
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)
2009-06-012.5Ton Roosendaal
Added support for cached text drawing in View2D. Cache is needed to prevent the viewmatrix being set/restored on each text drawing. Adding a string: void UI_view2d_text_cache_add(View2D *v2d, float x, float y, char *str) Drawing: void UI_view2d_text_cache_draw(ARegion *ar) Nothing else needed; just make sure cache-draw is always called at end of a view2d drawing function, to clear cache memory. On todo for next: a version with a rectf boundary to clip text within.
2009-05-29NLA SoC: Start of UI Drawing Code for NLA Editor Joshua Leung
In this commit, I've only setup the drawing code for the channels list. Only the drawing of the 'active action' dummy-line has been tested so far.
2009-05-19UIBrecht Van Lommel
* 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.
2009-05-062.5: Missing include was causing crashes on startup in the drawing code for ↵Joshua Leung
scrollbars
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)
2009-04-102.5Ton Roosendaal
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. :)
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?
2009-04-062.5Ton Roosendaal
- fixed pixel offset error for listview (outliner) - removed a lot of old drawing code - put back special widgets Normal, Curve, Colorband
2009-04-032.5Ton Roosendaal
Next part of UI drawing migration coding. Now all calls go via the new wrapper; apart from some special types (Colorband, HSV picking, Curve, Normal) they draw OK. Also added new menu system, nicer shadow, and using same AA code. Used dark theme suggestion from William btw. Don't get afraid, it'll all be tweakable. :) Next steps: - move over all special button types - make external calls for AA draw (nodes for example) - remove old draw code - make new colors save in theme I also have to check on how to treat icons in buttons; this is a bit cumbersome in cases. Then the layout system comes back on agenda, will go over this with Brecht tomorrow. So; all WIP, be patient!