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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
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-02-12correct fsf addressCampbell Barton
2010-02-11batch remove .'s used with RNA_def_struct_ui_textCampbell Barton
2010-01-26Drag and drop 2.5 integration! Finally, slashdot regulars can useTon Roosendaal
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.
2009-12-20Add missing names to SpaceTypesMartin Poirier
2009-11-27Added RMB-menu to Headers:Joshua Leung
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...
2009-11-22Adding undo flag to the python run flag operator.Martin Poirier
It's safer this way.
2009-11-13F8 reload works again, script errors are printed but dont stop loading every ↵Campbell Barton
other script
2009-11-13changes python initializationCampbell Barton
- bpy is now a python package, this makes it easier to add utility modules and adjust python startup which was previously using verbose Py/C api. Access should not be any slower since both C and Python modules use dictionary access. - loop over scripts and load via python (currently F8 reload isnt working, will add back shortly) - the C module is kept but renamed to _bpy and not meant for direct access from anything but the bpy package. - bpy_types.py is an exception since it runs before the bpy package is initialized.
2009-11-10Math LibBrecht Van Lommel
* 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
2009-10-25description patch from Ron WalkerCampbell Barton
2009-10-08Key ConfigurationBrecht Van Lommel
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.
2009-09-18Keymaps now have a poll() function, rather than adding/removingBrecht Van Lommel
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.
2009-09-122.5 filebrowserAndrea Weikert
Appending and Linking * Linking Operator, invokes filebrowser for Append/Link * Separated the append/link function into three parts: ** BLO_library_append_begin finds main for appending ** BLO_library_append_named_part appends one Object,Group, Material, ... ** BLO_library_append_end actually reads and expands the libraries NOTE 1: I also changed the returned properties for the filebrowser operators to the following convention: "path" - the full path to a file or directory, means what is in directory + filename buttons in filebrowser "directory" - the content of the directory button in filebrowser "filename" - the content of the filename button in filebrowser Usually only path should be required, but in some cases it might be more convenient to retrieve the parts separately. Ton, Brecht: If you have time to take a look, let me know if anything needs to be fixed.
2009-06-23SVN maintenance.Guillermo S. Romero
2009-06-18RNABrecht Van Lommel
Merging changes made by Arystanbek in the soc-2009-kazanbas branch, plus some things modified and added by me. * The API files now all in the makesrna module, convention is to call them e.g. rna_mesh_api.c for rna_mesh.c. Note for visual studio build maintainers, the rna_*_api.c files are compiled as part of "makesrna", but do not have rna_*_gen.c generated as part of the library. SCons/cmake/make were updated. * Added function flags FUNC_USE_CONTEXT and FUNC_USE_REPORTS, to allow RNA functions to get context and error reporting parameters optionally. Renamed FUNC_TYPESTATIC to FUNC_NO_SELF. * RNA collections now have a pointer to add/remove FunctionRNA's, this isn't actually used anywhere yet, purpose is to make an alias main.meshes.add() for main.add_mesh() in python. * Fixes to make autogenerating property set/get for multidimensional arrays work, though a 4x4 matrix will be exposed as a length 16 one dimensional RNA array. * Functions and properties added: * Main.add_mesh() * Main.remove_mesh() * Object.matrix * Object.create_render_mesh() * WindowManager.add_fileselect()
2009-06-14Blender/Python APICampbell Barton
Send the full python stack trace to the reporting api, added BPY_exception_buffer which temporarily overrides sys.stdout and sys.stderr to get the output (uses the io module in py3 StringIO in py2 to avoid writing into a real file), pity the Py/C api has no function to do this. fix for crash when showing menu's that have no items.
2009-04-23F8Key reloads all python scripts and redraws for quick testingCampbell Barton
F7 runs test.py also for testing
2009-04-23Small changesCampbell Barton
- font->blur was uninitialized - Use Ctrl+Alt+Shift+P to run scripts from the 3d view not Pkey. (still useful for testing)
2009-04-152.5Ton Roosendaal
- Fun for testers: Added "Redo Operator" Panel in view3d 'nkey' region. It's going to be part of tools UI I know, but this will give good tests of what goes on with operators. I had to add small fixes in Transform for it already. :) One important issue to note is that it lists every operator, also from non-3D-window ops. Needs checked or classified somehow. - Fix: removed bad 2.4x hack from how pulldown menus were defined. Made widget code cleaner, and will show menus like SHIFT+A correct now.
2009-04-142.5Ton Roosendaal
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.
2009-04-13additional op naming convention changesShaul Kedem
2009-03-062.5 / SConsNathan Letwory
* make sure we can still compile WITH_BF_PYTHON=0
2009-03-04run script in the text editor is back. UI scripts dont work yet.Campbell Barton
2009-02-28Python experimental UI APICampbell Barton
Can draw panels in the scripts space containing RNA and operator buttons. * Added bpyui.register() so scripts can draw buttons and panels into the scripts space type. * wrapped drawBlock, drawPanels and matchPanelsView2d * Operator buttons take a python dictionary used to set the button defaults. * BPY_getFileAndNum utility function to get the filename and line number python is currently running.
2009-01-302.5: UI & MenusBrecht Van Lommel
* Cleaned up UI_interface.h a bit, and added some comments to organize things a bit and indicate what should be used when. * uiMenu* functions can now be used to create menus for headers too, this is done with a uiDefMenuBut, which takes a pointer to a uiMenuCreateFunc, that will then call uiMenu* functions. * Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are specific to making popup menus. Will convert the other conformation popup menu functions to use this too so we can remove some code. * Extended uiMenu functions, now there is is also: BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator. * Converted image window headers to use uiMenu functions, simplifies menu code further here. Did not remove the uiDefMenu functions as they are used in sequencer/view3d in some places now (will fix). * Also tried to simplify and fix bounds computation a bit better for popup menus. It tried to find out in advance what the size of the menu was but this is difficult with keymap strings in there, now uiPopupBoundsBlock can figure this out afterwards and ensure the popup is within the window bounds. Will convert some other functions to use this too.
2009-01-17RNABrecht Van Lommel
* Added more compact property definitions, with a single function. Only used by operators at the moment, would need to tweak regular expressions a bit more to use it also for other RNA definitions. * The operator properties defined now were completed a bit more but still have many issues that need to be adressed, specifically; * Some properties that should be booleans or enums are defined as ints, note that ints are only for numeric values, not bitflags or multiple choice. * Soft/hard limits and default values of many properties are not well defined still, * Inconsistent naming, especially for example mouse locations or bounds are named differently in different places. Also mouse locations and other vector like properties should become a single vector property instead of multiple X/Y properties. * Almost no properties have descriptions, these would be good to have for docs and tooltips. So, please verify that the properties of the operators you wrote are well defined.
2008-12-26UI: PanelsBrecht Van Lommel
* API and usage is basically the same still. * Panels were moved to region level. I first thought of keeping them at area level, but having them at region level it's simpler to handle events and do drawing, and also to integrate with view2d. They can still become area level overlapping regions, if we make a floating (or docked) region that can contain panels. * Added back a few panels from the scene buttons for testing. Issues still: * The view2d handling and alignment refresh of panels is not correct yet in the buttons window. * I did not yet bring back the block handlers system. It was basically a system that stored which panel was open and where the events for that panel would go. Just a few functions, but not sure how it fits in 2.5. * There was a case where dragging panels would not properly remove the window level handler, but could not redo anymore even though I don't think I fixed it. * Some text in the panels goes past the end of the button, that is due to the checkmark button drawing, not related to this commit. Other UI code changes: * Renamed interface.h to interface_intern.h for consistency. * Fixed some issues with freeing of blocks when they changed due to context. * uiDrawBlock now takes a context pointer (mostly for block drawextra).
2008-12-26removed ED_ prefix from script operator.Campbell Barton
python operator api was crashing when unknown operators were called.
2008-12-262.5Ton Roosendaal
- fix Makefile for space_script - renamed operators for modules i maintain. (stripped ED_)
2008-12-252.5 / SConsNathan Letwory
Make sure we can build WITH_BF_PYTHON=False
2008-12-25* temporary PKey in the script and 3D view runs "./test.py" (for testing ↵Campbell Barton
PyOperators that need to run in the user interface context atm) * added ED_SCRIPT_OT_run_pyfile that takes a filename argument. * RNA_property_string_set didn't add a value to ID props if the prop wasnt there (like ints, floats and bools do) * bpy_operator.c - raise an error when unknown keyword args are passed to any operator . Examples of bpy operator api... bpyoperator.ED_VIEW3D_OT_viewhome(center=1) bpyoperator.ED_SCR_OT_frame_offset(delta=10) bpyoperator.ED_VIEW3D_OT_make_parent(type='OBJECT') At the moment there is no way to stop the operators .invoke() function from running so ED_VIEW3D_OT_make_parent still opens the menu even though it doesn't need to.
2008-12-242.5 / SConsNathan Letwory
New priorities for most libs, at least core. This is still for Blender proper, BGE and such still to come.
2008-12-232.5 / SConsNathan Letwory
Blender builds and links on Linux. For now without BGE and its player, but that will come. Priorities are still a mess, so expect more commits soon.
2008-12-222.5Ton Roosendaal
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.
2008-12-192.5Ton Roosendaal
Compile fix; MAXFLOAT is not defined uniformly on platforms. Note for the coders: ED_types.h: has editor wide defines and structs ED_util.h: has editor wide functions Both includes also are containing old cruft to get things to compile (and work), for later cleanup.
2008-12-182.5Brecht Van Lommel
Context API This adds the context API as described here. The main practical change now is that C is not longer directly accessible but has to be accessed through accessor functions. This basically adds the implementation of the API and adaption of existing code with some minor changes. The next task of course is to actually use this design to cleanup of bad level calls and global access, in blenkernel, blenloader. http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Context Error, Warning and Debug Info Reporting This adds the error reporting API as described here. It should help clean up error() calls in non-ui code, but eventually can become used for gathering messages for a console window, and throwing exceptions in python scripts when an error happens executing something. http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Reports
2008-12-17View2D: Cleanup of presets and fixed errors in various viewsJoshua Leung
Now, preset view configurations are only to be used if they define all (scrollers not included) relevant settings for the view they are set for. This should be less confusing than in the previous situation with V2D_COMMONVIEW_TIMELINE stuff. One implication of this though, is that all Animation Editors (for example), will have to define their own version of the relatively commonly shared info. However, given the great diversity in the range of settings each have, this should not be too much of an issue. Also, added a 'standard' view config for main 'window' regions. At this stage, it is recommended that this view config should be used only as a placeholder template on which a set of custom settings could be based. I've put it into use for the buttons window/scripts window/info window so far.
2008-12-16View2D: Presets for Initialising ViewsJoshua Leung
Improved the View2D API so that initialising View2D data in init() callbacks (called on new regions and also on resizing regions) for regions is easier. Added a few preset view configurations for use when initialising new views. Views with the V2D_IS_INITIALISED flag set will not be reinitialised in the init() callbacks. Currently, some of these configurations will set/override all settings (like V2D_COMMONVIEW_LIST and V2D_COMMONVIEW_HEADER), while other ones serve a more supplimentary role (i.e. V2D_COMMONVIEW_TIMELINE only sets the x-axis settings, relying on the region to have already set the relevant y-axis settings). The future of such supplimentary configurations is yet to be seen, as I'm currently not sure whether they will cause the code to become too confusing, as you'd have to keep track of which settings belong/are set where. So far, only a few areas have been ported to use this. Tomorrow I'll check on a few more. As this commit touches a lot of files, hopefully there aren't any critical bugs I've missed here.
2008-12-152.5Ton Roosendaal
- depricated area "headbutofs" and "headbutlen", which is now fully replaced with view2d handling. - needed to add header default V2D_ALIGN_NO_NEG_Y, V2D_LOCKOFS_Y seems to not do anything atm :) - new: running blender in debug (blender -d) will print the current handler and operator in use (not mousemove)
2008-12-142.5Ton Roosendaal
Basics for the remaining 6 spacetypes. Note: Andrea prefers to merge SpaceImaSel with SpaceFile for that I'll provide a good readfile.c patch later