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Option to switch left/right mouse didn't work for floating panels. It then
still selected stuff behind the button.
Was due to using wrong variable for events.
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- Bug #1890. While render subsurf in editmode, orco coordinates were
incorrect (subsurf vertices in editmode have different ordering)
Bug was oldie.
- IRC reported by Stefano; oops (not outliner) didnt show lamp textures
nor material ipos correctly.
Found error in oops curved lines too (the ones starting at right side)
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The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
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----- Killed UI frontbuffer draw
The interface toolkit was drawing all live updates (while using menus/buttons)
in the frontbuffer. This isn't well supported cross-platform, so time to be
killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer
access.
Live updates or menus now are drawn in backbuffer always, and copied to
front when needed.
NOTE: it was tested, but needs thorough review! On PC systems I suspects
backbuffer selection to screw up (check!). On SGI/SUN workstations it
should work smooth; but I need evidence
----- Smaller fixes;
- AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact
on pixel positions. Needs the new FTGL libb too, patch is on maillist
- Rounded theme uses antialiased outlines
- Pulldown and popup menus have nice softshadow now
- New button type 'PULLDOWN', thats the one that callsup a pulldown menu.
Should be added to themes, as is the full menu/pulldown drawing
- Screendump for 1 window does the full window now, including header
- Empty pulldowns (for example running blender without scripts) give no
drawing error anymore
For review & fun;
- added curved lines as connectors, for Oops window
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different objects shouldn't share flags this way (still sharing of
other mesh flags in renderer... ickity pickity, but I'm not fixing now)
- removed some unnecessary uses of DNA_mesh_types.h
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colors. This because of the pretty weird (ab)use of load & make editmesh...
For each added undo step, the load_editmesh was fed with an empty mesh
to assign data to, without knowledge of what was in the original mesh.
That way UV and color data got lost.
Solved it in 2 steps:
1. removing the ->tface pointer from EditVlak, and make TFace a builtin
struct inside EditVlak. This didnt cost much extra mem, since it already
stored UV and color. This enabled some pretty cleanup in editmesh.c as
well, storing tface pointers was cumbersome.
2. for each undo step, it then generates always a tface and mcol block to
link to the undo Mesh.
Even when it wasn't in the actual Mesh, at exit editmode the original
Mesh is used as reference anyway, and undo-meshes are freed correctly.
The enormous commit is because I had to change the BLI_editVert.h file, and
found it was included in about every file unnecessary. I removed it there.
ALso found out that subsurf has code ready (unfinished) to make UV coords for
the displaylist in EditMode as well, nice to know for later...
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all calls to ortho2 with correctness offset of 0.375 instead of 0.5.
this efficiently solves bug in drawing UV lines as reported.
cvS: ----------------------------------------------------------------------
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BTW: text colors don't work everywhere yet... but this state should
be save to store themes in your .B.blend (CTRL+X)
and some fixes:
- leftmouse click now works in NLA and Action window to select a
strip in the left part
- faceselect+vpaint mode didnt show both panels
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- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
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and special 'EMBOSSF' drawing function. Now complies to standard.
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include only (use BIF_interface.h instead)
- split up interface.c in two files: NEW: interface_panel.c
- removed the temporal text files
WARN: FIX AUTOMAKE AND MSVC!
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this is part 1 of the UI makeover. It has:
- menu system from Matt integrated
- buttons drawing from Matt
- generic button panel system implemented
- converted displaybuttons (not the rest yet)
- cleaned up a lot in drawing spaces itself, to make it aligned and pixel exact.
- cleaned loads of little compiler warnings, protos...
still a lot of work needed, will all be in next week i hope!
(warn: 2 new c files! butspace.c and buttons_scene.c)
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- drawXXXspace, changeXXXspace, and winqreadXXXspace now receive the area
and spacedata as explicit arguments, allowing them to access private
data w/o going through globals.
- pass the new BWinEvent through to the winqreadXXXspace, allowing future
access to extended event data.
Removed direct calls to winqreadXXXspace to simulate user actions, replaced
by calls to action functions in edit.c or the appropriate handler.
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
Just need to finish cpp files now :)
Kent
--
mein@cs.umn.edu
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