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2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-15moving dir strings into global namespace for doc access (coming up)Campbell Barton
2011-02-14made most variables which are only used in a single file and not defined in ↵Campbell Barton
header static for blenlib, blenkernel and editors.
2011-02-06Two in one:Ton Roosendaal
- Bugfix #25937 Child-of constraint now behaves like regular parent-child relationship when all options are set. This prevents the errors that can happen when decomposing non-uniform matrices. - Todo item The area corner hotspots for splitting/merging were far too narrow. Now it uses a circular distance to detect whether the hotspot is active. Also cleaned up drawing code for it.
2011-01-31Bugfix #25874Ton Roosendaal
Area split error: if the first split position was exactly aligned with another 'edge' it merged the edges, causing the subdivision layout to go haywire. Only happens in rare occasions, good find this report :)
2010-10-14remove unused args or tag as unused for image and screen editors, ↵Campbell Barton
uiItemEnumR_string was ignoring name and icon args.
2010-07-25Remove WM_FAST_DRAW ifdef which I added while Ton was on holiday.Campbell Barton
Only drawing the areas which need redrawing work so no reason to revert this.
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-03-08move render operators into their own files, render_internal.c & ↵Campbell Barton
render_opengl.c, rather then have them in the screen module. also rename render operators SCREEN_OT_ --> RENDER_OT_
2010-02-12correct fsf addressCampbell Barton
2010-01-17resizing any area/region would redraw all views in every window.Campbell Barton
This means a large scene will make blender resize the border between the timeline and the graph editor slow since it redraws the 3d view for each update. edited the operators to only redraw whats needed. since tons away IFDEF'd this incse it needs to be reverted.
2009-10-26Bugfix: opening file browser or starting render with mouse outsideBrecht Van Lommel
of window could crash, these functions relied too much on context.
2009-07-242.5Ton Roosendaal
New feature: allowing to open temporarily windows for output. Implemented for: - Render output (use output menu "new window" option). - User Preferences (alt+U, plus added in 'File' menu) Currently the window opens where your mouse is. The Render window works as usual, with ESC or F11 moving it to back or front again. That allows the window position to remain where you moved it on new renders. If you close a render window when it renders, the render thread will be killed. User prefs show 'info window' now... i thought we'd use outliner? Anyhoo, I've made the 'save settings' to close the 2nd window as well. Opening a secondary file window for save I'll check on later, this has to be checked with the current event system still. the WM_window_open_temp() api call for this maintains currently a *single* temp window. If you have a render window open, and call for the preferences, the render window will be used for it. And the other way around. On closing the blender window, the temp windows close automatically when there's no regular window open, and blender quits.
2009-03-19ContextBrecht Van Lommel
* Made it based on string lookups rather than fixed enum, to make it extensible by python scripts. * Context callbacks now also have to specify RNA type when returning pointers or collections. For non-RNA wrapped data, UnknownType can be used. * RNA wrapped context. The WM entries are fixed, for data context only main and scene are defined properties. Other data entries have to be dynamically looked up. * I've added some special code in python for the dynamic context lookups. Tried to hide it behind RNA but didn't find a clean way to do it yet. Still unused/untested. * Also minor fix for warning about propertional edit property in transform code, and fix for usage of operator poll with checking if it was NULL.
2009-02-142.5Ton Roosendaal
Test: making screencast movies inside Blender! Hotkey: CTRL+F3. Stop with ESC Keep in mind it's unfinished :) Just nice to see how simple cleaner code with the new event system and job manager can be put to work! - it uses currently output directory and image/movie settings from scene. No buttons for this yet. - Framerate is hardcoded 10 fps - Thread job takes care of open/write/close movie or save image files. - For speed it uses glReadPixels from backbuffer. Have to consult Brecht for nifty triple buffer trick. - On file reads it stops now.
2009-02-142.5Ton Roosendaal
Making screenshots back. CTRL+F3 does full window now. Filewindow doesn't show image type, nor does single-area work now. Need this commit for test in render crashes... :)
2009-02-072.5Ton Roosendaal
- Screen browse button back - Several fixes in using screens in more windows. Still has loose ends, but things are definitely more stable!
2009-02-042.5Ton Roosendaal
Render back! And not only back, even full threaded now. :) Current state is unfinished, but too much fun to not to commit for review and test! WARNING: because render is in a threaded job, it will use data as can be edited in the UI. That'll crash in many cases of course... the idea is to limit UI usage to viewing stuff, especially for the Image Window to inspect layers or zoom in/out. What works now; - F12 render (no anim) - ESC from render - ESC pushes back temporary Image Window - Render to ImageWindow or full-screen. - Executing composites, and edit composites after render. Note that the UI is 100% responsive in a render, you can switch screens, slide area dividers around, or even load a new file during render. :) It's quite stable even. I'll collect all crash reports especially to get a good picture of where the protection is required at least. Also added: XKey "Delete Objects", to get things crash... unfortunately it didn't for me.
2009-01-302.5: Fix for windows editmode tab crashes. This was due toBrecht Van Lommel
use of function pointers in the context callbacks. Apparently MSVC decides that some of these functions are the same and makes them into a single function with the same address. I couldn't figure out if this was a compiler bug or according to the C spec. Regardless, that means this method can't be used, so now it uses separate CTX_DATA_DEFINES.
2009-01-062.5Ton Roosendaal
Cleaned area prevspace, and made exported API for it. Also added operator-free on 'cancel' in filewindow.
2009-01-062.5 - Start of filebrowser.Andrea Weikert
- basic drawing of list and thumbnail view (switchable through 'favourits' icon in header) - selection of files and directories (bookmarks) works with the RMB (right mouse button) - load operator for files still unstable (no check for correct file type) and incomplete. (WM_operator_free missing) immediate TODOS: - fix load file operator - finish drawing of buttons in header - drawing of detailed list with all file info. - finish selection and execute operators (LMB and MMB execute) later todos: - parent dir - keymap for all the shortcuts - append/link and databrowse - ...
2009-01-042.5Ton Roosendaal
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
2008-12-232.5: Data ContextBrecht Van Lommel
* Worked out data context implementation more, now with initial context callbacks implemented for the screen and 3d view. * For collections, switch from iterators to simpler ListBase. Though that still means it uses LinkData* rather than the actual Object* for example, since those can only be part of one list. So I added a macro as well to make iteration easier when possible. CTX_DATA_BEGIN(C, Object*, ob, selected_objects) { printf("object name: %s\n", ob->id.name); } CTX_DATA_END;
2008-12-172.5Ton Roosendaal
Added operator for moving area to 'full screen'. This is instable with tooltips on... fishy stuff then goes on, which Brecht will first look at. :)
2008-12-152.5Ton Roosendaal
Mouse cursors now work again - centralized screen-level cursor changes, no more operator running for it. - spacetypes have callback to check/set individual cursor types. Use notifier SCREEN_CHANGED to make sure it works on mode changes etc. - new calls WM_cursor_modal() and WM_cursor_restore() to make temporarily cursor types during modes. - used above for view2d cursors.
2008-12-142.5Ton Roosendaal
And area-joining is memory-error free again!
2008-12-142.5Ton Roosendaal
The basics for InfoSpace. Also added InfoSpace data to area by default, older files allowed to have nothing here (space empty). (prevents reported crasher in switching space info to others). Also: added ifdeffed code in readfile.c to debug missing memory frees from data read from files. (instead of "data from SCR" it will print the actual struct names).
2008-11-19Code shuffle to make a bit more structure.Ton Roosendaal
- operator definitions, callbacks, registry to WM and handlers for it are now always in a file xxxx_ops.c or xxxx_operators.c, in the bottom you will find the registry and handler code. - fixed some confusing naming conventions "rip_area vs area_join" etc. Now stick to convention to first name subject, then operation (like UI :). So it's area_rip, screen_add, and so on. - Nicely put exported calls (outside module) together in bottom: this using names such as ED_screen_duplicate(). - Moved Operator-Property API to new C file.
2008-11-192.5: gesture code in WMTon Roosendaal
- Simplified and cleaned previous border code It was a bit too complex, too many data manipulations Original idea was to have WM API calls to manage border, circle, lines, lasso, etc. This now means that WM provides callbacks for custom operators, so it's very easy to make them. Check bottom of screen_edit.c for an example. Currently two borders were coded; with and without cross hair. Press Bkey in any area-region to test it (note: time window has wrong matrix!) Some specs to note: - gestures are in region space, and draw 'over'. That latter still needs some work when we do real composites. - only the active region is redrawn. - on todo is the generic gesture engine for 'tweak' or like how currently grab gestures in Blender work. These will be configurable per area-region, and WM then will send the proper "Gesture Event" with properties (N, S, E, W, etc) to which you then can assign operators. Such events will be generated with low priority, so other handlers who swallowed mouse events have preference.
2008-11-18Cleanup of area-rip operatorTon Roosendaal
- moved from WM to Screen code (it uses active area) - less code :) result of cleaning some calls - added WM_window_open() to WM API for this - now opens new window on top of area, and leaves old screen unaffected (simple, atomic, the 'do not think for user' convention :)
2008-11-172.5 getting-back-into-coding commit :)Ton Roosendaal
- cleaned up join and split operations. Most noticable is operator callback design, which should make a design based on user-less exec() first, then wrap invoke() and modal() around it. The exec() should be callable with only Context and properties. - split now works again; and inversed as previously, if you drag from a triangle (action zone) inside area it subdivides area as expected. - dragging from triangle outside area, over an edge, joins areas - split has been simplified, it had too many options... it could just work simpler (now) - 'action zone' now is an operator itself, a widget sending an ACTIONZONE event, which can be handled by others (so other gestures can be added in action zone too) Still evaluating: - context gets set where? - code structure confuses... what are proper functions for operators? - what is WM... should low level screen stuff more there? - when do you send event, notifier? - files grow to large, will clean Oh yeah and docs, docs, docs. Coming! :)
2008-01-15Operators: Join AreasAndrea Weikert
add split area to screen manager - RMB+ALT down on area edge activates - mouse move interactively to area that is to be removed - LMB to confirm, ESC to cancel TODO: - notifications for interactive drawing to mark area to remove Some fixes - uninitialized var warning. - exit function of operators need to run before modal handler is removed if operator is used there. - replaced MEM_mallocN with MEM_callocN to get rid of uninitialized mem for wmOperator. - respect return value of wm_handler_operator_call() and break out of operator handling.
2008-01-14Operators: Split AreaNathan Letwory
This commit adds split area to the window/screen manager. - RMB down on area edge activates - mouse move interactively moves areas through new edge. - RMB up to confirm action - ESCKEY or LMB to cancel. This still crashes in some situations, but I'm on it! Also will start using new operator property system by bdiego
2008-01-10Blender 2.5 project: added first more complex handler + operatorTon Roosendaal
- on mouse-over edge, you can drag area borders around. - note it's a handerized system now, so it updates UI while you move mouse. Feedback needed: - read bottom part of the screen_edit.c file. It's the proposed method for adding tools and handlers. I think it's close, but might need some tweaks.
2008-01-07Whole lot of changes.... here a shortlist:Ton Roosendaal
- removed editors/area and put this all in screen - added first python calls (note, a new c file for scriptlinks) - added view3d editor callbacks (no drawing yet) - added files in editors/interface (Cmake and Scons has to be fixed, help welcome!) - now areas/headers are being converted on file read - note: previously saved 2.50 files will crash!!! (.B.blend) - area regions are being drawn, first handler for cursor added (on edge) - window duplicate and scale works correct for screen subdiv Todos for me: - need to fix things in syntax (function names) a bit still - more operators for screen - define how Context will work... still unresolved when it gets set - docs! Reviews of code structure is welcome! There are also more todos now for others, but it can wait a couple of days