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2007-12-24Step 3 for the initial commits for 2.5: removing src/ and python,Ton Roosendaal
adding new windowmanager module, and the first bits of new editors module.
2007-07-27=Draw Module Fixed=Joseph Eagar
This commit fixes the Draw module. All buttons/widgets created via the Draw module in a SpaceScript area are now inserted into a global list attached to the SpaceScript data. This list is cleared before each draw, when freeing the space, and when the area is switched to another space.c This is necessary to prevent Blender's internal UI code from getting invalid pointers to python data. In addition, it allows storing widget tooltips inside the python Button objects, which solves that little bit of stupidity. Note that this reverts the previous weaklist solution. In fact, I had to go over each previous commit by Campbell after this code originally branched before the weaklist commit and re-add each commit. So if anything is missing, just tell me, or feel free to re-add it.
2006-12-26Little commit to curb a tiny bit of the complaining about how easyRoland Hess
it is to accidentally quit Blender and "lose" your work. Even though there is quit.blend, Ton said he had no problem with at least removing plain of 'q' for quit. Quit Blender hotkey is now Ctrl-Q.
2006-07-07Gui:Willian Padovani Germano
[ #4581 ] related to scripts window updates, details here: http://projects.blender.org/tracker/index.php?func=detail&aid=4581&group_id=9&atid=125 Scripts updated: -Jean-Michel Soler updated some of his scripts: paths importer (ai, eps, gimp, svg), kml / kmz importer and also updated Axiscopy.py by A Vanpoucke (xand) and the knife script (this version handles multiple materials) by Stefano Selleri and Wim Van Hoydonck. Thanks!
2005-06-11BPython bug fixes:Willian Padovani Germano
- #2646 reported by Campbell: Python/Fileselector (moving from fileselector called by script to another space caused script to hang around open but not accessible) http://projects.blender.org/tracker/?func=detail&atid=125&aid=2646&group_id=9 - #2676 reported by Wim Van Hoydonck: 2.37 python scripts gui: event 8 ignored (thanks Ton for discussing / pointing what to do, Ken Hughes for also working on a fix) http://projects.blender.org/tracker/?func=detail&atid=125&aid=2676&group_id=9 - gui-less scripts with calls to progress bar inside fileselector callbacks didn't return to the previous space on exit (staying on Scripts win), requiring an event to do so (mouse movement, for example). Quick fix for now, will rework a little after 2.37a for a better alternative, not needing to move to the Scripts win at all. - added syntax colors access to Window.Theme module. Scripts: - updates by Jean-Michel Soler: svg2obj (svg paths import), tex2uvbaker, fixfromarmature; - updates by Campbell Barton: obj import / export, console; - tiny: converted vrml97 export to unix line endings; - updates in ac3d exporter, help browser, save theme. Thanks all mentioned above.
2005-05-09BPython:Willian Padovani Germano
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-03-20 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)Daniel Dunbar
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle undefining various crap that windows.h defines. Platform specific headers should only have to be included in a few places. This reduces the number of inclusions of BLI_winstuff.h to 16 which is a much more reasonable number (than the 144 or whatever it used to be)
2004-08-17** Note: two new files added, projectfiles will need an update.Willian Padovani Germano
Scripts: Campbell Barton (Ideasman, thanks) updated his Wavefront OBJ importer. BPython: - Finally committed pending contributions: Chris Keith wrote the Blender.Sound module -- still some testing to do this week; Joseph (joeedh) added the OnLoad scene script event; Satish Goda added 6 GLU functions to Blender.BGL. Great additions, thanks all! - Small changes to Blender.Load (leave editmode as Blender wants) and Window.EditMode (allow definition of "undo string"); - Fixed bug #1539: Window.RedrawAll() crashed Blender if an empty spacescript was available while using it in a gui-less script. - doc updates.
2004-06-05* Big, mundane clean up and edit of (error/ok/etc)Matt Ebb
messages and pupmenu()s. Edited spelling and grammar, stylistic consistency, etc. I added the guidelines and rationale that I used to the CMS here: http://www.blender3d.org/cms/Language_and_terminology.338.0.html Next step is to get icons in there, to make it easier to see at a glance what sort of message (and how much attention should be paid to it, or if it can be dismissed with a flick of the mouse, eg. boring remove doubles notifications) mockup: http://mke3.net:9000/blender/ui/controls/error_ok_icons.png
2004-01-21BPython:Willian Padovani Germano
-- removed struct Script (DNA_script_types.h) from makesdna to blender/include/BPI_script.h (BPI meaning Blender Python-related external Include file). Had agreed with Ton that makesdna was not the proper place for it. -- fixed two small warnings in Ipo.c (variables might be used uninitialized) -- fixed a bug reported on blender.org's python forum by Wim Van Hoydonck (aka tuinbels): Blender would hang if a script failed. My fault, accidentally put a node=node->next type call outside the while loop check, so it never ended. With makesdna/DNA_script_types.h removed and include/BPI_script.h added, msvc projectfiles will need to be updated. Sorry to do it now, but I promissed I'd fix this before next release.
2003-12-15Chris reported build errors w/ traditional makefiles.Willian Padovani Germano
This commit moves the 2 undefined references to BPY_interface.c and changes things a little, hopefully fixing the problem. I had to add a new dir, source/blender/include/ to auto*'s Makefile.am in source/blender/python/. Thanks Chris for the report, and Jiri, for adding a missing declaration.
2003-12-14BPython - first step for better integration of Python in Blender:Willian Padovani Germano
- add a new space: Space Script - add a new dna struct: Script - add these two properly everywhere they are meant to It's not a tiny commit, but most of it is ground work for what is still to be done. Right now the benefits should be: freeing the Text Editor to be used in a window even while a script w/ gui in "on" and letting more than one currently running script w/ gui be accessible from each window Some files are added, so some build systems (not autotools) will need updates