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2013-06-19This commit tackles the "context" buttons in Properties header, which were ↵Bastien Montagne
still using "ugly" old UI code. It removes buttons_header.c file, adds a (small) space_properties.py one, with a PROPERTIES_HT_header class, which simply uses the RNA enum to draw the context buttons. It also fixes that enum, btw, it always featured all contexts, which means you could (try to!) set through RNA invalid contexts... Thanks to brecht and dingto for the reviews.
2013-06-16Complete fix for [#35769] The “show texture in texture tab” button in a ↵Bastien Montagne
modifier does not show up until the user manually shows the texture in the Texture tab (and better fix for [#35741] Material shows WORLD texture_context by default). Simply recompute texture context on every redraw, like already done for sbuts->texuser (also called texture context :/ ). Also allows simplification, buttons_check_texture_context can be merged back into set_texture_context...
2013-06-16Fix [#35741] Material shows WORLD texture_context by default.Bastien Montagne
Now also check previous button context, when switching. This way, if the previous one was a texture one, and become valid after the last switch (e.g. a material added to a new object), relevant texture context can still be set. Note this commit also partially fixes [#35769] The “show texture in texture tab” button in a modifier does not show up until the user manually shows the texture in the Texture tab (full fix of this one will probably implies to always have a valid ButsContextTexture [sbuts->texuser]...).
2013-06-14Code cleanup: removed unused B_BUTSPREVIEW event, and moved back ↵Bastien Montagne
rna_SpaceProperties_texture_context_itemf() together with its fellow functions.
2013-05-17This commit addresses the somewhat weak handling of stackless textures in ↵Bastien Montagne
Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine. So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures... I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene). This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles). Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too. Thanks to Brecht for reviewing.
2013-02-16Merged changes in the trunk up to revision 54594.Tamito Kajiyama
2013-02-11style cleanup: also some typosCampbell Barton
2013-02-10Fix a few DPI / retina draw issues:Brecht Van Lommel
* Color picker cursor was too small, and color cirle was not smooth enough. * Border select gesture cross before first click did not reach to the border of the window. * Buttons were not drawing emboss properly (also for non-retina actually). Note it doesn't draw entirely right for aligned buttons, but this was also the case before it got broken.
2012-10-28Improvements of Freestyle GUI controls - Part 1.Tamito Kajiyama
This commit makes a set of fixes and improvements based on the results of Freestyle branch review by Brecht. The discussion thread is: http://lists.blender.org/pipermail/bf-committers/2012-October/037927.html * The Layers panel and Freestyle-related panels in the Render tab of the Properties window were moved to the newly created Render Layers tab. The idea is to separate per render layer rendering options into a distinct Properties window tab, and use the existing Render tab to accommodate per scene rendering options. * The new Freestyle panel was added in the Render tab. The panel header contains a toggle button for globally enabling Freestyle, with the aim of making Freestyle easier to find. Those Freestyle options in the Post Processing panel were also moved to the new panel. * GUI code was updated so that UI controls will be greyed out (instead of being hidden) when Freestyle is disabled. Additional UI changes were also made to reduce space consumption. * The list of line sets was moved from the Freestyle panel to the Freestyle: Line Sets panel. * Old ray-casting algorithms were removed from the UI. Now only two algorithms (culled and non-culled cumulative visibility detection algorithms) are available, and the selection is done by the new "Culling" toggle button within the edge detection options.
2012-09-23Merged changes in the trunk up to revision 50829.Tamito Kajiyama
Conflicts resolved: source/blender/blenloader/intern/readfile.c source/blender/render/intern/source/convertblender.c source/blender/render/intern/source/pipeline.c Also addressed code inconsistency due to changes in the trunk revision 50628 (color management with OCIO) and 50806 (UV project material). OCIO-related changes are marked OCIO_TODO as in some other files modified in revision 50628.
2012-09-15code cleanup: replace macro for BLI_rect size/center with inline functions.Campbell Barton
2012-08-22code cleanup: use rect size macrosCampbell Barton
2012-07-07style cleanup: use c style comments in C codeCampbell Barton
2012-05-28style cleanup: defines with bracesCampbell Barton
2012-05-08style cleanup: animation + buttonsCampbell Barton
2012-04-28style cleanup: changes to brace placement / newlines - for/while/if/switchCampbell Barton
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-24style cleanup: mainly for mesh code, also some WM function use.Campbell Barton
2012-01-11minor cleanup for string use - no functional changesCampbell Barton
- use more logical names for strings, noticed too many strings called `str` when reviewing name patch. - pass __func__ macro to uiBeginBlock(), quite a few names were wrong (copy/paste error).
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-21Cleaning i18n code.Bastien Montagne
Previous state: Right now, there are "memories" of the "old" (less than a month!) translation way: * A few remaining calls to BLF_gettext() (only UI_translate_do_iface and UI_translate_do_tooltip should be used). * The _() macro still also calls BLF_gettext()! New state: Here are the changes made by the patch: * Removing the no more needed _() macro. * Removing most N_() and _() calls, only keeping the few needed ones (i.e. strings that are in no other way findable by xgettext and/or update_msg script). * Defining in UI_interface.h IFACE_() and TIP_() macros (resp. for UI_translate_do_iface and UI_translate_do_tooltip). * Replacing all calls to BLF_gettext by relevant IFACE_ or TIP_ one. * Replacing all calls to UI_translate_do_iface by IFACE_. * Replacing all calls to UI_translate_do_tooltip by TIP_. All this somewhat clarifies and simplifies the code. On the bf-translations scripts side, this only implies adding IFACE_ and TIP_ as detection markers for xgettext. It also allows to reduce POTFILES.in quite notably (only 20 files remaining in it). Please also have a look at those pages: * Coder POV: http://wiki.blender.org/index.php/Dev:2.5/Source/Interface/Internationalization * Translator POV: http://wiki.blender.org/index.php/Dev:2.5/Doc/How_to/Translate_Blender
2011-09-20i18n: code clean-upSergey Sharybin
- Move all translation-related declarations to BLF_translation.h - Reverted some changes to match trunk svn rev40365
2011-09-19i18n: code cleanup and fixing unneeded translation (when partial translation ↵Sergey Sharybin
is used only)
2011-09-15Fixing issues with i18n stuff:Sergey Sharybin
- Make gettext stuff draw-time. so switching between languages can happens without restart now. - Added option to translate visible interface (menus, buttons, labels) and tooltips. Now it's possible to have english UI and localized tooltips. - Clean-up sources, do not use gettext stuff for things which can be collected with RNA. - Fix issues with windows 64bit and ru_RU locale on my desktop (it was codepage issue). - Added operator "Get Messages" which generates new text block with with all strings collected from RNA. - Changed script for updating blender.pot so now it appends messages collected from rna to automatically gathered messages. To update .pot you have to re-generate messages.txt using "Get Messages" operator and then run update_pot script. - Clean up old translation stuff which wasn't used and most probably wouldn't be used. - Return back "International Fonts" option, so if it's disabled, no gettext lookups happens on draw. - Merged read_homefile function back. No need in splitting it. TODO: - Custom fonts and font size. Current font isn't nice at least for russian locale, it's difficult to read it. - Put references to messages.txt so gettext can merge translation when name/description of some property changes.
2011-09-01merge with trunk r39834Xiao Xiangquan
2011-08-18disable undo for hard coded interface buttons:Campbell Barton
- space type switcher. - header menu toggle. - properties window header buttons. - various view3d manipulator buttons.
2011-08-18update property strings cover. 461 new itemsXiao Xiangquan
2011-06-04Code holiday commit:Ton Roosendaal
- fix: user pref, window title was reset to 'Blender' on tab usage - Undo history menu back: - name "Undo History" - hotkey alt+ctrl+z (alt+apple+z for mac) - works like 2.4x, only for global undo, editmode and particle edit. - Menu scroll - for small windows or screens, popup menus now allow to display all items, using internal scrolling - works with a timer, scrolling 10 items per second when mouse is over the top or bottom arrow - if menu is too big to display, it now draws to top or bottom, based on largest available space. - also works for hotkey driven pop up menus. - User pref "DPI" follows widget/layout size - widgets & headers now become bigger and smaller, to match 'dpi' font sizes. Works well to match UI to monitor size. - note that icons can get fuzzy, we need better mipmaps for it
2011-05-19UI tweak: properties editor header now has same size as other headers again.Brecht Van Lommel
2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-12Particles todo item: particle texturesJanne Karhu
* Effecting particle properties with textures was possible in 2.49, but not in 2.5 anymore. * Now particles have their own textures (available in texture panel for objects with particle systems), which are totally separate from the material textures. * Currently a basic set of particle properties is available for texture control. Some others could still be added, but the whole system is not intended as an "change anything with a texture" as this kind of functionality will be provided with node particles in the future much better. * Combined with the previously added "particle texture coordinates" this new functionality also solves the problem of animating particle properties through the particle lifetime nicely. * Currently the textures only use the intensity of the texture in "multiply" blending mode, so in order for the textures to effect a particle parameter there has to be a non-zero value defined for the parameter in the particle settings. Other blend modes can be added later if they're considered useful enough.
2011-02-09Restoring the old behavior of switching texture context based on active tab:Janne Karhu
* Once again switching to texture panel from material, world or lamp data tab sets the texture context automatically to the "parent context".
2011-02-08Texture context selector for texture panel:Janne Karhu
* Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures. * Now the texture context can be selected directly through an expanded icon menu, which shows the available context options. * This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive.
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-10-16editors/space_* build without unused args warningsCampbell Barton
2010-08-16- remove unused includes IMB_*, BIF_* & MEM_*Campbell Barton
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-08remove unused includes from editors/space_*Campbell Barton
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
2010-03-05Bugfix #21215: Panning Properties header shows unnecessary space.Joshua Leung
There was an additional 'magic number' offset for the header width, from the days when there was the frame number and subtabs in the header. -- Removed an obsolete and commented out line.
2010-02-12correct fsf addressCampbell Barton
2010-01-05Fix for some confusing terminology: Window type -> Editor typeMatt Ebb
Correct hierarchy of terminology should be: * Window (OS level window with borders) * Area (top level subdivision in Blender UI), containing an * Editor (actual UI functionality such as 3D View, Properties) * Region (subdivision of an area, i.e. a header, a properties panel or toolbar)
2009-11-02* Added a new 'bone constraint' property editor icon and panel titles to ↵Matt Ebb
distinguish bone constraints from object constraints It was a bit too confusing and people were easily getting them mixed up.
2009-10-20*Made the Add Constraint menu similar to modifiers, with categories in ↵William Reynish
columns. Makes them consistent, and also ensures the menu fits even on smaller displays. *Put the Modifiers tab *before* the ObData (mesh, curve etc) tab, because modifiers actually apply to Object , not the ObData, even though the opposite would appear to make more sense.
2009-10-14After discussion with Campbell, split Scene tab in Scene and Render. This ↵William Reynish
makes a clearer distinction between render and scene settings.
2009-09-19Bone constraints are now in a separate tab. It's more consistentBrecht Van Lommel
since object constraints also have their own tab, and I didn't want to break context going from left to right.
2009-07-282.5: code cleanup, added CTX_wm_space_* for each space type,Brecht Van Lommel
instead of casting everywhere.
2009-07-242.5: Various FixesBrecht Van Lommel
* Fix crash loading particle AnimData. This crashed many BBB files. If you have a .blend file that crashes when loading it in 2.5, please mail me, I'd like to know. * Image window zoom ratio did not work correct with py 2.x. * Other minor fixes for image window RNA. * Buttons window now remembers the tab that was last clicked by the user, even if that tab is no longer available due to context, and then enable the tab again if the context for it is back. * Cleaned up buttons space DNA a bit, removing unused vars. * Armature bone rename outside edit mode did not call right function yet. * Armature layers are now editable even if lib linked. This is useful for proxies. For this purpose a PROP_LIB_EXCEPTION flag was added. Need to think over proxy / RNA a bit though, not sure what the requirements are yet. * Parent to Armature Deform now has options to create vertex groups, instead of always creating them.
2009-07-242.5: Render/Game EngineBrecht Van Lommel
An engine to use for output can now be selected an influences what shows in the buttons window, only showing relevant data. The idea behind this is to make it more clear what is supported where, make the system more pluggable for external render/game engines, and save space hiding stuff that is not relevant anyway. * Top header now has an engine menu, to choose between the blender render engine, game engine, and other future external engines. * If the game engine is enabled, the buttons window should show only properties that work in the game engine, and similarly for the render engine. * Moved panels from the logic space and game tabs to the physics, scene and world tabs instead, and removed the game tab. * Materials and textures tabs should eventually become game specific too, to better show what is supported.