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There was very little structure in this code, using many globals
and duplicated code. Now it should be better structured. Most
things should work, the main parts that are not back yet are the
python plugins and markers. Notes:
* Blenfont is used for drawing the text, nicely anti-aliased.
* A monospace truetype font was added, since that is needed for
the text editor. It's Bitstream Vera Sans Mono. This is the
default gnome terminal font, but it doesn't fit entirely well
with the other font I think, can be changed easily of course.
* Clipboard copy/cut/paste now always uses the system clipboard,
the code for the own cut buffer was removed.
* The interface buttons should support copy/cut/paste again now
as well.
* WM_clipboard_text_get/WM_clipboard_text_set were added to the
windowmanager code.
* Find panel is now a kind of second header, instead of a panel.
This needs especially a way to start editing the text field
immediately on open still.
* Operators are independent of the actual space when possible,
was a bit of puzzling but got it solved nice with notifiers,
and some lazy init for syntax highlight in the drawing code.
* RNA was created for the text editor space and used for buttons.
* Operators:
* New, Open, Reload, Save, Save As, Make Internal
* Run Script, Refresh Pyconstraints
* Copy, Cut, Paste
* Convert Whitespace, Uncomment, Comment, Indent, Unindent
* Line Break, Insert
* Next Marker, Previous Marker, Clear All Markers, Mark All
* Select Line, Select All
* Jump, Move, Move Select, Delete, Toggle Overwrite
* Scroll, Scroll Bar, Set Cursor, Line Number
* Find and Replace, Find, Replace, Find Set Selected,
Replace Set Selected
* To 3D Object
* Resolve Conflict
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* Still incomplete and some operators don't work, refresh issues, etc.
* Made Hide/Reveal operators consistent for various modes.
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* Image painting back. 2d paint, 3d paint and projection, undo,
pressure, repeating paint operations, etc should all work.
Drawing cursor needs a bit of work, only gets shown when enabling
texture paint mode now.
* Move sculpt, image paint, and vertex/weight paint into a single
sculpt_paint module. Doesn't make much difference now, but nice
to have it together for better integration and consistency in
the future.
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Assorted smaller fixes:
- Fix: modal keymaps for editmode in view3d were not set again
when you copy areas or go fullscreen.
- Improved "redo last op" (F6) to search back in history for
a redoable operator. Operator also used wrong pupmenu type.
- On creating new FCurve editor, the channel rainbow colors are
set correct.
- EditMesh: fixed code for Spin/Screw, correct props, init and
error reporting. (Spin hotkey ALT+R temporary)
- recompiled all to check for uninitialized variable warnings.
(compile flag should be -O for this). Fixed some proto's.
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Several things in one commit; could not split this up easily,
one job invoked another, and so on. :)
- Added pulldowns for save/load .blend file in top bar.
- To enable "Save" without further popups (save over)
I've added a signaling function in window header to
indicate a succesful save.
- On any undo push it now signals 'file changed'. This
goes by notifiers nicely, but now registers only the
undopushes, which is quite unreliable. "Changed" state
shows in header as "Blender*" and for OSX with the
standard close button black dot.
- Made screencast show a button in top bar indicating such,
and allowing quit. No hotkey for quit yet... but ESC will
keep casting now.
- Fixed new BLF_init(), which should be in WM_init() and not
on any .B.blend read.
- Fixed CTRL+F3 "Save Screenshot", which was still using old
fileselect code.
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* Changed uiPupMenuOperator usage to uiPupMenuBegin/End (simpler,
no need to build a string). Also made transform orientation and
subdiv type enums instead of ints for this.
* Added an icon argument to many of the uiMenu calls, and added a
uiMenuItemIntO.
* Move auto rna button creation out of outliner code, now is
uiDefAutoButR for individual buttons and uiDefAutoButsRNA for a
whole block.
* Implemented uiPupBlock(O). Pressing F6 gives a menu with the
properties of the last operator to test. I tried to make a redo
last operator out of this but couldn't get the context correct
for the operator to repeat in. Further the popup block also has
some issues getting closed while editing buttons.
* Fix uiAfterFunc memory leak on Ctrl+Q quit.
* Fix handling of RNA number button dragging and sliding for RNA
buttons with range -inf/inf.
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Big commit, but mainly adminstration.
- Enabled ot->flag OPTYPE_UNDO to work.
- Removed all redundant ED_undo_pushes, but I'd
recommend everyone to check it while testing. :)
- Added view manipulations as OPTYPE_REGISTER,
although this will flood the redo stack a bit...
Nevertheless; for a "redo last action" panel we
can simply check if both flags are set for redo.
- Bugfix in editmode undo: selectmode was cleared,
so you couldn't select after undo
- Bugfix in mixing tweaks and keymaps... solution
works but is weak, need to think over a while.
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* 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.
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- Brought back code for particle edit and fluidsim
- Sanitized code from globals and bad level calls,
so its ready to come back working.
- Fixed cirle selecting (Ckey now)
- Enabled undo for editmode curve, armature, particle
and lattice
(another commit following)
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- Weightpaint back (CTRL+TAB or menu)
Also weightpaint is sortof non-modal, allowing to use all existing
hotkeys while in paint mode. Only leftmouse is overridden.
- Made vpaint and wpaint entirely local, stored in scene (and saved!)
- Small bugfix (also in 2.48): on weightpaint mode, all armature objects
in 3d window were drawing as active poses. Now only the armature
deformer is.
Nice point for the UI agenda: are paint modes on ACTION mouse? Only then
you can combine it with SELECT mouse...
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- Armature editmode back
- Armature pose and editmode selecting with mouse back
- Posemode only works with 3d window header now.
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From the anti-globalization department:
G.obedit terminated!
Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
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- Edit mode Mesh undo/redo back
(undo for editmodes needed recode, todo for curve/lattice/etc)
- Added border select for edit mesh
- Added Akey (de)select all for edit mesh
- Added notifiers for mode changes.
This is also the first trial to dynamically add/remove
keymap handlers, based on modes. For that reason the Object
keymap was split in 2, modal and non-modal. On TABkey, the
view3d listener removes and adds maps.
The view3d keymap still handles generic mouse/border selection.
Internally it will verify modes.
The modes are not re-implemented still... have to move this
to scene context.
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My last one for 2008: global undo/redo back :)
Happy 2009 all!
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So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.
Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
Although it means unlimited editmodes, for migration purposes we
better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning
anymore. EditMesh is not context senstitive anymore, only the
edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
removed all G.editMesh there.
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Undo editmode and global undo code back.
It's now called ED_undo_push() btw, but don't worry, for operators
this is going to be a simple operator flag, so you can remove the
old calls from all tools (but keep them when you directly change
data outide modifiers).
Will put undo back functional tomorrow
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New priorities for most libs, at least core. This is still for Blender proper, BGE and such still to come.
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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.
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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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* G.version removed, use BLENDER_VERSION
* G.order removed, ENDIAN_ORDER
* G.vd, G.sipo, G.buts, G.sima, .. removed.
* G.qual removed
* G.simulf removed (was unused in 2.4x)
* error() and some other unused stubs removed
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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
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- Made a nice generic 'OK confirm' implementation for operators.
Just use in operator type definition this line:
ot->invoke= WM_operator_confirm;
It will autmatically use operator name for asking OK. It will
also use properties (if set before).
Note for Brecht: the test okee_operator() you coded could better not
be used in operators themselves.
In future we can also add menus that get automatically generated
based on operator properties. Like 'add constraint' showing the
constraint types.
- Added this confirm call for most of the keys you'd expect it for.
(user settings, delete marker, rip area, split region, etc).
- Cleanup: moved ed_markers.c to the util/ directory, it doesnt belong
in space_time. Also made separate function for the marker keymap
definition.
- removed ancient redraw notifier from ghost event level (every key
press gave full screen draw)
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- Added file space (too) :) Andrea was first, this is more
complete.
- Suggestion from Joshua: move all standard header buttons to
1 function, makes it all easier, less code, and less area/space
stuff needs to be exposed.
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TimeLine window pulldowns work sorta (for the options that were coded :)
Still trying to bring back code without recoding uiDefButs. In future these
will get directly operator stuff linked. For time being made a simple
operator call function, like:
WM_operator_call(C, "ED_MARKER_OT_add");
and for forcing operator to run in the main region-window:
WM_operator_call_rwin(C, "ED_MARKER_OT_add");
These calls also work for modal operators, like marker grab in this case.
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- Brought back (most of) buttons in TimeLine window.
They don't work yet though! Waiting for Brecht to commit callbacks
for menus and ui-blocks
- Area headers hilite again when mouse is inside.
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* Tweak SConscript priorities to link ed_util.
* Added RNA_struct_is_ID function for python.
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- RMB select, also with SHIFT
- RMB tweak for translate
- SHIFT+D dupli
- BKEY border select/deselect
- AKEY (de)select all
- XKEY delete
- GKEY grab
Added some XXX comments for future todos, especially for when other
spaces come back with time markers.
Also added ED_util for putting in all to-be-cleaned cruft
Context conflict: input methods for Markers can conflict with other
spacetypes. It was solved in pre-2.5 with manually tweaking it all over,
but I would prefer one keymap for all marker stuff. Needs some thinking...
could be solved with a boundbox check for bottom part of 2d window.
Tweak issue: both tweak styles are possible:
- Hold mouse button, move, operator ends on mouse release
- Hold mouse button, move, operator ends on mouse click
Problem is that modally handled operators use fixed keymaps... like ESC,
SPACE, ENTER, or press/release mousebutton for 'assign'. There's a lot
to say for making this all consistant, or become part of 1 general keymap?
Should also be possibe to define 'tweak' defaults for Tablet different
than for mouse...
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