Age | Commit message (Collapse) | Author |
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Now time-markers work in all time-related spaces (i.e. Ipo,
Action Editor, NLA editor, TimeLine, Sound). The hotkeys and
functionality set should be the same for each of these modes
(with a few exceptions still). I've had to change a few hotkeys
here and there, so hopefully they aren't too bad.
Marker Operations:
MKEY - Add Marker
SHIFT MKEY - Rename marker (was CTRL MKEY)
XKEY - Delete Marker
PAGE UP - Jump to next marker
PAGE DOWN - Jump to previous marker
CTRL A - Select all markers
SHIFT G - Transform markers (NLA, IPO, Action)
G - Transform markers (Sound, Timeline)
CTRL SHIFT D - Duplicate markers (NLA, IPO, Action)
SHIFT D - Duplicate markers (Sound, Timeline)
BKEY - select markers and other keyframes (if any)
I've also made a few little tool additions to NLA and Action editors:
* NLA editor - Snap To Frame.
Now with the option to offset strip so that it starts at the current frame.
Added menus for this.
* Action editor - Snap To Frame
A few new menus for this too
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- now draws on correct height
- selection is clipped correctly (did entire height)
- made showing scene markers default
Actually this implementation should have been a patch review... it was
done with entirely duplicating the code from timeline.c, whilst re-use
and generalizing markers has a preference. That way markers can become
supported in any time-based editor.
Will send an extensive review to Joshua Leung :)
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In outliner, the icons sometimes were drawing too large or too small.
Same happened in NLA, Action, Image window etc. And it happened
for "International fonts" when set to use 'texture drawing'.
Reason: the API call for setting icon size BIF_icon_set_aspect() was not
used consistantly. Sometimes it was set, sometimes not. And even worse,
for every icon drawn in UI buttons, the icon lookup had to be done twice
because of the aspect function.
Solved it by removing this call, and adding a new function:
BIF_icon_draw_aspect()
The old BIF_icon_draw() call now draws with aspect 1.0 always. The icons
code already had optimal checking for changed sizes, zo a change in aspect
won't result in much cpu overhead. Plus it saves calling icons lookup code,
which will make it all a bit faster.
Andrea: I've added this aspect function a long while ago, I think you also
like it better how it is now? Please check!
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- nodes now have in header a triangle to minimize them or restore view
- mininodes have a scale dragger on right hand
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drawing.
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calls caused icon hashing not to work too. Runs smooth here :)
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world and lamp. Also for images in pupmenus.
Also preparation for work on using preview images in imagebrowser.
-- Andrea
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- Sunday merger with bf-blender
- Foundations for new Node editor in Blender, generic framework that can
be used for Material/Texture, Compositing, Logic or maybe even Sequencer.
Note: this doesn't do anything yet, nor save! Is just to get this nice
in CVS now. :)
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also removed unused parameter from draw_markers_time().
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-> Note; added 2 new c files (split editipo.c). MSVC needs upgrade.
Impatient people can check the goodies in CMS:
http://www.blender3d.org/cms/Action_and_NLA_editor.706.0.html
Most work was on trying to unwind the spaghetti for editing ipos. Too much
history and bad design got added here. Most evident changes:
- made generic 'context' for detecting which Ipo is being edited, or to
assign ipos or to retrieve ipo curves.
- made generic insertkey() for all ipo types, including actions
- shuffled a lot of code around to make things more logical. Also made
sure local functions are not exported
It is far from ready... when action/nla was added in Blender, a lot of
duplicate code was generated. That's for another time.
Now the goodies;
- made Actions to allow any Ipo type
- made NLA to define active actions, for Action window too
- corrected timing for active action, so it shows the 'real time', as
defined in NLA editor.
I did update python code, but that would require testing. Testing is
needed for this commit in general, too many changes happened on all
levels of the animation system. :)
Will keep track of all reports this evening, hopefully it doesnt break
the pre-release schedule!
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I hope, that current solution will not provoke him ;-)
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zero
- bug fix (feature request): name of marker isn't pushed out of window,
when timeline window isn't very high (thanks Matt for bug report)
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up. It can be useful, when you have many named markers in timeline.
- screenshot: http://www.kai.vslib.cz/~hnidek/pics/timeline_tweak.jpg
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- added support for vector icons, from user API side is just like using
a regular icon... on icon side is defined by a function in resources.c
instead of using the blenderbuttons png file. vector icons are much
easier to add and scale properly. intent is that vector icons would
be drawn in window coordinates which lets icon developers make the
most beautiful icons, but this requires some tweaking of the interface
drawing that I am not going to do atm.
- changed BIF_draw_icon* to take coordinates of where to draw icon instead
of using passed in raster position
- switch modifier UI to using vector icons, and tweaked some position and
style stuff.
- replaced most uses of UI_EMBOSSX with UI_EMBOSS (do same thing, just there
to confuse people I guess)
After the window coordinate stuff is sorted out with vector icons
it probably makes sense to move all non-photorealistic icons in blenderbuttons
to vector form just so scaling goes better.
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alone with the following flags :
-Wall -Wno-char-subscripts -Wno-missing-braces.
the only one still worrying me is in rand.c line 57 :
rand.c:57: integer constant is too large for "long" type
but i have no clue about how correct cross-compiler and 32/64 bits friendly
see also my mail to commiter list for signed/unsigned issues
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the start/end frame. It uses a GL_BLEND which doesnt work nice for darker
backdrops. Now it uses ThemeColorShade() which does it OK.
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this
problem is solved now. Drawing of markers is little bit hackish, because it is
neccessary to draw unselected markers at the first time (unselected marker can't
hide selected marker ... visual information about selection would be lost)
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- Mkey while ALT+A inserts markers.
Note for Matt; You forgot to check for 'val'. The delay in tuho I brought
back to max 1 frame. Delays are common in realtime gfx apps, the picture
you see is old, and its possible you press a key while next frame is
already drawing, and then it has to increase the frame value still... :)
- RMB escapes from anim playback
- on activate object, Timeline redraws too
- Added keyline drawing for Material Ipos. The CTRL+Page keys work with it.
Softbody:
- Renamed buttons to call "Spring constant" now "Stiff(ness)" and the
"Friction" became "Damping".
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Main change is that it's an own Space type now, not part of the Audio
window... the audio window should restrict to own options. This way
functionality is nicely separated.
Since it's the first time I added a new space (since long!) I've made an
extensive tutorial as well. You can find that here:
http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html
Notes for using timewindow;
- Add time markers with MKey
- CTRL+M gives option to name Marker
- Markers cannot be moved yet...
- Pageup-Pagedown keys moves current frame to next-prev Marker
- Xkey removes Markers
- If an object has Ipos or an Action, it draws key lines
- CTRL+Pageup-Pagedown moves current frame to next-prev Key
- Press S or E to set start/end frame for playback
Notes about the implementation in Tuhopuu:
- Add new Marker now selects new, deselects others
- Selecting Marker didn't work like elsewhere in Blender, on click it
should deselect all, except the indicated Marker. Not when holding SHIFT
of course
- Not exported functions are static now
- Removed unused defines (MARKER_NONE NEXT_AVAIL)
- Drawing order was confusing, doing too many matrix calls
- Removed not needed scrollbar, added new function to draw time values.
(Has advantage the MMB scroll works not confusing on a scrollbar)
- Added proper support for 'frame mapping'
- The string button (name Marker) had a bug (checked str[64] while str
was only 64 long)
- String button itself didn't allow "OK on enter"
- Made frame buttons in header larger, the arrows overlapped
- Removed support for negative frame values, that won't work so simple!
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