Age | Commit message (Collapse) | Author |
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Fixed some long-standing bugs with DopeSheet and NLA Editor main views not being properly lined up with their channels, and/or showing an incorrect scrollbar.
This fixes #20759, and probably a few other reports about similar issues that might've cropped up.
NOTE:
- probably a version bump might be needed after this, to avoid problems on durian animation files?
- the default .b.blend needs updating again, since the saved config there doesn't get updated (or doesn't here, when using load factory settings)
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Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
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Fix a lot of notifier calls to stop abusing ND_TRANSFORM and use more appropriate data flags.
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several animation editors and the property editor to redraw too, which can really slow things down. added a more specific ND_VIEW3D_TRANSFORM notifier to solve this.
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replaces another so it can do updates (e.g. dopesheet editor can
sync channel selection).
Also coded a simple optimization for allocating small objects,
based on mempools. It's #ifdef'd out, you can enabled it by
defining OPTIMIZE_SMALL_BLOCKS (e.g. adding -DDOPTIMIZE_SMALL_BLOCKS to
your compiler flags).
We suffer from a great deal of performance loss from the system allocator
(vgroups, ghash, edgehash, the singly-linked list implementation in blenlib,
editmesh, and likely a great many areas I'm forgetting), and this is the
common solution for handling the many-small-objects problem. It's not
really production-ready yet (it's long-term memory consequencers need to
be profiled first, and the implementation tweaked as necassary), but for
people on systems with slow system allocators it's worth trying.
Note that since this creates a guardedalloc<->blenlib link, the build systems
need to be updated accordingly (I've already done this for scons, though I'm
not sure if the player builds).
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out of this was an intentional change or not, but working with two objects
became quite tedious because action would have to be changed manually each
time. Also fixed missing redraw of header.
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* Moved 'change shortcut' (previously directly RMB on menu items) to a context-menu item, and added Remove Shortcut and Add Shortcut. This is all available now in a RMB context menu for operator buttons and menu entries.
* Renamed a bunch of key maps to be consistent with UI names, and human-readable. Since these key map names are now being directly used in the UI for people to find things, they should be understandable and in plain language.
This renaming may break some older saved key map setups - though previously saved .b25.blends should convert over ok. Exported .py files may need some find/replacing - in this commit check the changes in resources.c to see what's changed.
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'B' border select
This bug was caused by my recent commit to get bone select -> selection syncing working. The selection flushing was occurring too readily, blocking any selection tools from having any visible effect. Now this syncing is only triggered when appropriate notifiers+flags have been set.
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This commit brings back the functionality whereby the selection of F-Curves and/or relevant Group(s) is synced with the selection status of the corresponding bones when the bones are selected/deselected.
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by 'ThatHaze'. thanks!
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[#20319] 3D View - need 3D cursor notifier
[#20321] Views not receiving the NC_ID notifier
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This contains two entries - one which calls the region flip operator, and one which calls the maxmize area operator.
Unfortunately, there seem to be some context issues which are causing the wrong region to get activated for use by the region flipping, meaning that nothing happens.
Also, fixed own typo in 3d-view header/menu code...
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Now the rna path to nodes happens via the node name, which is ensured to be unique via RNA.
As part of this, the node->username string has been removed, upon renaming the node itself it takes care of making sure it's unique (like bones, constraints, etc). There's currently no interactive rename tool, but you can do it via the datablocks editor.
- plus a few notifier tweaks, using the newer NC_NODE notifier to refresh graph editor etc.
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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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Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
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* Updating Preview Range settings results in correct updates for Animation Editors
* Compositing nodes now correctly animate when the values were set by IKEY/RMB on suitable node parameters. Beware that these nodes are not relinkable node-trees, hence the standard code not working.
* Ctrl-P to parent objects to bones now works in Pose Mode too. I needed to add a special keymap entry for this, though I thought this would have been better to be automatically inherited/present from Object keymap already?
* Ctrl-P -> Parent to Bone option now works correctly again. 1.5 lines of code missing here...
* Breakdowns tool now shows custom cursor during 'modal' phase so that it's not that confusing what's going on.
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their handlers based on notifiers, which is simpler and more
reliable.
This fixes for example editmode or uv edit keymaps not working
when creating a new 3dview or image space.
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Notifiers
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Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:
* Geometry changes are now done with NC_GEOM, rather than
NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
should only be used for notifying about changes in space data,
we don't want to go back to allqueue(REDRAW..).
Depsgraph
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The dependency graph now has a different flush call:
DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)
It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.
Docs
----
I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
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The 'Show Sliders' option for DopeSheet and Graph Editors now works again. When this option is enabled (it is disabled by default), a slider (or combobox) is shown beside the mute/lock toggles for F-Curves. Editing the slider will result in a new keyframe being added on the current frame.
So, for all the (ex)-Maya animators out there, you can now animate in a channelbox-like way. :)
Also in this commit:
* Fixed some warnings in modifier.c from previous commits there
* Fixed some refresh problems with DopeSheet channel list (which were only obvious after adding back the sliders)
* Removed the old/unrestored and nasty slider code used in the past by the Action Editor only.
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Now the mute/protect/expand/etc. toggles are drawn using UI widgets. This means that special event handling code to determine when they were clicked on is no longer needed, and also means that there can now be tooltips for these items too.
Also, added visibility toggles for ID-block expanders, which will cause all the F-Curves in the linked datablock to not get drawn. The backend filtering code to make this work will come later...
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instead of casting everywhere.
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I've gone through all the Animation Editor operators, making sure they send appropriate notifiers, and that these notifiers are handled.
* Added a separate category for animation-related notifiers, since the old-style ones attached to specific datatypes only was turning out to be not too feasible.
* For now, the focus has been on making sure that all Animation Editors update when there have been any potentially suitable changes at all. Later on, we can filter these more carefully to only take the ones we really need (for optimisation purposes)
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When inserting keyframes on previous un-animated Objects/bones, F-Curves will be added into Action Groups into either "Object Transform" or <PoseChannel Name>. Ob->Material settings are not grouped for now to illustrate what's possible.
Old files are currently not patched to use do this, as it's still not clear whether this will be ideal.
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* Removed Sequencer's own 'border zoom' tool. There is a generic one in View2D that should be used instead.
* Changed the hotkey for View2D's version of borderzoom to Shift-B
* Fixed a few hotkey mentions entries in old menus
* Added set start/end frame operators for TimeLine. (SKEY and EKEY)
* Fixed various issues in Graph Editor
- channels area is now drawn wide enough to show the 'protect' toggles without needing to scroll
- new Graph Editors have 'auto-snap' enabled by default
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Although there is currently code in place to listen to notifiers + tag updates for regions, these don't actually result in any changes yet. Everything still relies on 'manual' redraw tags for the entire area to have refreshes.
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Some drawing tweaks for animsys:
- added notifier ND_KEYS type, to send proper notes around.
now insert-key redraws fcurve/action view
- made slider-draggers disappear when view is total or bigger.
Also experimented with making sliders go away entirely, but
this conflicts too much with current code for channel lists.
Ali: I think you have to make call that calculates the 'tot'
for channels, and run this in region listener, including the
totRect update for view2d.
The 'minsize' for channels also fails when there's a slider,
it always doesn't fit then :)
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Font object + editing back.
Was quite some work due to a myriad of globals all over!
Works nicely 100% local now.
To enable a single textedit operator, I've added a new
keymap entry KM_TEXTEDIT, which gives all keyboard events
to the handler. Also had to add a new keymap-add function
to force a keymap handler in beginning of region handlers.
In future this can be used to prioritize handlers.
Also: split off the arrow keys (frame change) to a separate
region level handler. Can be set with default flag in
regiontype->keymapflag ED_KEYMAP_FRAMES
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* Added crash fixes for loading old files with Actions/Armatures in them. Was caused by usage of some old globals still and the functions in question not performing NULL checks on the validity of the data they're given.
* Added back reorganise action channels tools (shift/ctrl-shif pageup/down) for Action Editor. These are only available in 'Action Mode' only.
* Tidied up Action Editor/Dopesheet tools code - removed various unused things, and also, added an API call in anim_deps.c to send the correct notifiers, since I anticipate that they're likely to require a few context checks which would be better to centralise than copy+paste everywhere.
Note to Ton: could you have a look at this notifier stuff here? I'm not sure which ones I should be sending...
* Also added a few assorted comments in various places
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WM: added area-listener, which can be used to tag refreshes for
either the drawing call, or use the new ED_area_tag_refresh()
function which will automatically call, after all notifiers
were handled, an the spacetype->refresh() you provided.
Added for Joshua, after reviewing Action/Dopesheet requirements.
Joshua: I've made two dummy functions in space_action.c:
- action_listener()
- action_refresh()
Wich now does a printf on activating a new object.
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* Added back deselect all (and invert all) tools for Animation Channels (i.e. channel list in Action Editor).
* Resolved all MSVC warnings (I came across) in View2d code. Also, added a new API method to get the coordinates (in 'view' space) of a listview 'cell' given the row + column the cell is in.
* Tidied up a few comments here and there
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* Dopesheet - clicking on keyframes in Object channels (if they came from Object-Data such as Lamps, etc.) would crash. I noticed this error in AnimSys2 yesterday
* Action Editor - do versions code now totally reinitialises the Action Editor View2D data (for the timespace), since I found a few files where there appeared to be some weird settings set.
* RNA Browser (Outliner->Datablocks) would crash when the Area was ripped (using Alt-R hotkey) as seen in mfoxdogg's 2.5 Tour 2
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First commit for 2009!
Started of porting of Animation Editor Channels stuff.
This code will be used for both the Action and IPO editors, so any existing code involving this has now been moved to the Animation module.
* Added mouse-click operator for this channels view. Note: the selection stuff currently uses temporary toggling code only (i.e. it only toggles the selection of the channels in the editor, but does not update status of rest of database).
* Fixed bugs in View2D listview functions. Reduced the amount of code needed, and makes the code here simpler.
* Renamed action_edit_keyframes.c to action_edit.c, since channels are not handled there anymore.
* Dopesheet now refreshes correctly when object selection elsewhere changes.
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More notifier cleanups:
NC_SCENE|ND_OB_SELECT : scene level object selections changed
NC_SCENE|ND_OB_ACTIVE : scene level, new active object
NC_OBJECT|ND_BONE_SELECT : object level, bone selection changed
NC_OBJECT|ND_BONE_ACTIVE: object level, new active bone
I've made view3d listen to these, so operators that change
selections don't have to tag own region for redraw anymore.
Also enabled selecting/activating in outliner again.
BTW: Added it in space_action, but Joshua has to code the
proper refresh still :)
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Notifier system upgrade, based on Brecht's doc.
Implementation notes:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers#Implementation
In short: let's try to strictly communicate in a notifier what happened.
The listeners then can act themselves. It also means that a frame-changed
notifier doesn't send out redraws, the editors themselves can decide.
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sensible.
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User Notes (for using tools whose behaviour has changed):
* Mouse Selection Tools:
1) Click on keyframe to modify its selection. Holding the 'Shift' modifier when doing so, will result in keyframe selection being toggled instead of replacing existing selections.
2) Click on either side of the current frame indicator while holding the 'Alt' modifier. This will select only all the keyframes on the relevant side of the current frame indicator.
3) Click on a keyframe while holding the 'Ctrl' modifier. This will select all the keyframes that fall on that frame.
* Borderselect Tools
1) BKEY selects all the keyframes within the specified range (as per normal)
2) ALT-BKEY will select either all the keyframes in the frame-range specified or the channel range specified, depending on which axis of the select region was larger. This method is prejudiced towards frame-range selection.
Code Notes:
* Finished porting over all of the remaining keyframe selection tools, and recoded the ported ones to make them easier to use (after running into some technical limitations)
* Simplified the way to check if 'animation context' is valid by moving a necessary check into that function.
* Refactored internal keyframe-looping tools to reduce the amount of code needed per tool to edit keyframes, removing a lot of the unnecessary bulk. Now, the ipo/icu_keys_bezier_loop functions recieve a few more arguments (1st arg is pointer to generic customdata, and another defines a validation callback which makes it easier to reuse some of the select callbacks).
* Added 'totrect' adjustment for number of channels being shown in Action Editor, so that scrolling will be limited to where there is data (and also so that scroller displays more relevant context info).
For this to work, filtering channels now returns the number of channels extracted. This may come into use for other tools if there's such a need.
* I still need to port over some code for markers, which is required for some of the tools which use them. For now, those tools do nothing.
* Grease-Pencil editing mode in Action Editor is currently non-functional (code is commented out due to missing dependencies). This is currently pending the re-implementation of Grease Pencil in 2.5
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It is now possible to select individual keyframes again in the Action Editor.
* Temporarily disabled markers keymap in Action Editor, as it was stealing all the events. Waiting for solution from Ton...
* Fixed a crash and wrong coordinate conversion errors
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* Brought back backend for editing keyframes IPO/IPO-Curves. Did some refactoring work here that will still have to be verified when operators using them are added.
* Animation channel filtering code now returns the number of channels filtered (for Action Editor to set totrect of channels - TODO still!)
* View2D - made function to check if mouse is in View2D scrollers an API function
* Renamed keyframe related files. The old names were too clumsy.
* Started porting click-select operators for Action Editor. These don't work currently, as the events are being stolen by the markers. This needs to be fixed ASAP.
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Small area/space api fix: space->new() callbacks now require
Context pointer. Too many cases you want to initialize stuff...
Also: added dummy draw function for NLA channel region, was
too ugly.
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* Restored y-position translations needed for gla-stuff, as gla stuff sets viewport + matrices!
* Fixed alpha-problems with icons. The ft-font drawing was turning off GL_BLEND when it was done, which screwed up the icon drawing (previous names were drawn with 'standard' fonts only)
* Removed Context arg from drawing funcs. Passing anim-context instead.
* Properly initialised new theme settings ported over from animsys2.
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Initial commit of drawing code for Action Editor / Dopesheet. By default, the Dopesheet is now enabled (like in AnimSys2). There are still a few unresolved problems (like bad alpha blending for icons, and keyframes still not being drawn). However, these will be resolved in due course.
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Alignment flags are now checked for after keeptot settings, as these flags are of even greater importance. This is necessary for the syncing of the channels region and timeline areas in Action Editor (and later NLA Editor).
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with the relevant keyframes...
I still need to work out how to get this to work correctly as soon as an Action Editor instance is created.
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Moved time_ops.c contents to anim_ops.c, as the operators there are applicable to all other Animation Editors too. anim_ops.c will therefore contain all operators which will apply to all Animation Editors (i.e. change frame, frames/seconds display toggle, and soon Preview Range tools).
As such, added new global 'Animation' keymap like for View2D and Markers, which will ensure that these tools can be accessed in an uniform way across editors.
Note that the order that these things are added is important, as the Animation ones will often 'steal' events from the View2D and Markers ones if placed before the others. To prevent that, we'd need to be able to set boundboxes here...
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* Fixed current frame number drawing in Animation Editors, so that the little frame number indicator box gets shown (animsys2 feature).
* Made all Animation Editors draw markers and preview range
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* Added new 'Animation' submodule under Editors. This will be used to house all code + features that are used by many different Animation Editors (Action/Dopesheet and IPO) as well as other parts of Blender.
* Added back some of the core code need by the Action/Dopesheet editor, which will also be used by IPO Editor.
* Brought back file for keyframing management code (i.e. keyframing.c), but there's still quite a lot of missing stuff that I'll need to restore, so in the meantime, it's #if 0'd out.
* Moved markers code to this new module (I'm not sure whether SVN will recognise this change, as TortoiseSVN doesn't seem to have any obvious copy/move commands)
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this branch
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* Added flags to View2D to specify whether the view should have pixel offsets applied (this is able to be specified per axis, just in case the need arises). Currently, this is only used for headers, where the UI elements were not as smooth + round as they could be
* Fixed IPO/Action/NLA so that new instance will show channel lists by default and with scrollers
* Fixed Outliner zoom-in/out on changing windowsize. I didn't notice this on my previous custom .B.blend file, but the problem was apparent in the default setup.
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