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2007-02-21adding menu slot ArmatureCampbell Barton
adding menu slot ScriptTemplate new script scripttemplate_mesh_edit is a template for an editmesh script. The function Text makeCurrent() is a dummy until I can get it working when the script runs from a menu.
2006-05-17Made it so when a text block is removed (using the cross button in the ↵Campbell Barton
header), the previous text block becomes active, to be consistant with scene and screen delete operations. Also makes removing all the text's within a blend a lot less tedious - (Something I do for bug report Blend's) change to drawtext was just to comment on what pop_space_text does, names not obvious.
2006-03-05Adds menu item in text editor under format menu to convert whitespace toRicki Myers
Spaces or to tabs. Adds function void convert_tabs(struct SpaceText *st, int tab) int tab is eather 0 or 1; 1 if converting to tabs I was going to make this auto run when running a script but did not know what that would do to the GE or any thing else.
2006-02-23patch #3830 Fix for commenting a block of text with highlight enabledStephen Swaney
Highlighting would not update when you un/commented a block of code. Contributed by Ricki Myers (themyers).
2006-01-28Final merge of HEAD (bf-blender) into the orange branch.Chris Want
Here are my notes on things to look out for as potential problem spots: source/blender/blenkernel/intern/displist.c: + is initfastshade(void) supposed to be empty? I had to make it empty to get the merged tree to compile. source/blender/python/api2_2x/Armature.c: + went with the version that had Armature_getLayers() source/blender/python/api2_2x/Object.c + went with the version of Object_getPose() from bf-blender. (#ifdef 0-ed the other version) source/blender/python/api2_2x/Pose.[ch] + had problems linking due to no Pose_Init() ... copied these two files straight from bf-blender. source/blender/src/drawview.c: + view3d_panel_properties() had things shifted a few things shifted a few pixels, otherwise, things were painless source/blender/src/splash.jpg.c: + went with bf-blender version (orange is dead) source/gameengine: + went with bf-blender version -- does not compile due to IMB_rect* stuff, Ton should look into this.
2006-01-15Aligned all remaining non-aligned header buttons, (was looking yuck with ↵Campbell Barton
rounded theme, hope this doesn't mess you up Broken) Aligned filesel buttons|text entry- looked arse also. Added tooltips for filesel text entry- "Type in dir to create" and "+/- increment" or somthing like that. - Cam
2005-12-29More node goodies!Ton Roosendaal
First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-08-05 - added UI_EMBOSSR option (rounded emboss)Daniel Dunbar
- 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.
2005-08-03 - got rid of silly #define ..._BIT, #define ... (1<<..._BIT) stuffDaniel Dunbar
- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the name of the actual bit define instead of just a magic constant, this makes searching the code much nicer. most of the credit here goes to LetterRip who did almost all of the conversions, I mostly just checked them over.
2005-05-13TextEditor: syntax color support.Ton Roosendaal
Patch provided by Ricki Myers. Works quite obvious, see Theme editor too! Notes about the provided code; - The default syntax colors were screaming! Toned it down to match the default dark on lightgrey background better. - Added: initializing colors in saved themes (usiblender.c) - The implementation of the button for this option was quite clumsy... Blender UI options services this a lot easier. (Same fixed for 'line numbers' option) - Bracket matching now uses as color a mix of backdrop and the selected-text color. Noticed my texteditor did it too... -> I really miss comments in code describing a little bit the thought process behind the code. Like a short introduction on this feature in the top of the drawtext.c, little remarks on new functions. ALso in patch tracker or the mailinglist no docs was mentioned? -> drawtext.c now gets messy quickly... lack of overview, structure, and confusing mix of personal coding styles. For not-active supported code dangerous...
2005-04-10Bugfix for disappearing hilight bug and code re-org for text editorStephen Swaney
from Ricki Myers (themyers). Comes with nice juicy commit msg, too! - source/blender/blenkernel/BKE_text.h - Removed indent_paste, uncommen, unindent_lines, comment_paste, uncomment_paste, uncomment, set_tabs. All these functions cut and re-added text (I felt this was unsafe). whicch is was caused the highlight loss. - Now the only functions are Indent, Unindent, comment, uncomment, setcurr_tab. All these functions only take one @parm (struct Text) -indent(struct Text *text) copy's the selected text in a MEM_mallocN line by line added a tab at the begginning - Unindent(struct Text *text) Tests if current line starts with a tab. if TAB remove it - comment(struct Text *text) copy's the selected text in a MEM_mallocN and adding a # at the begginning - Uncomment(struct Text *text) Tests if current line starts with a #. if # remove it - setcurr_tab (Text *text) Checks for Tabs pri. to any text if : is found and not in a comment then Tabs is increased by one if "return", "break", "pass" is found then Tabs is decreased - blender/source/blender/src/header_text.c Changed: txt_cut_sel(text); indent_paste(text); TO: txt_order_cursors(text); indent(text); * no more cutting of the text - source/blender/src/drawtext.c set_tabs(Text *text) just calls setcurr_tab(text);
2005-03-24Removed a couple of redundant "FTF_api.h" includes,Rob Haarsma
removed leftovers from Freeimage/Imagemagick experiments and removed stuff from a Quicktime for linux implementation. Also removed the (win32) Fullscreen button from the UI and disabled the corresponding commandline option. The code is still present to reenable the option whenever the ATI issues get solved.
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)
2005-02-24This is an initial commit for inserting a text file as one 3d text object ↵Johnny Matthews
per line. The function for making the objects aligned to the screen needs to be added, since right now it is aligning rotation to the screen but translation is not right since I am adding an offset to the non-viewport location of the objects. That offset just needs to be translated to screen first.
2004-11-14Added missing items & hotkeys to menus in Outliner and Text Editor.Matt Ebb
Also moved the new text formatting stuff to a 'Format' menu since 'Select' should contain selection tools only.
2004-11-09Cosmetic stuff;Ton Roosendaal
- pulldown button for textwindow header OK - color picker had no correct border around it - border around 'game framing' and 'edge settings' smaller now
2004-11-01- Added initialize to '4' for new tab variable in text windowTon Roosendaal
(prevents crash reported by sgefant!) - Selection outline for Curve objects didnt draw right after leave editmode - outliner now default when first viewing Oops window (dangerous?) - Zoom with ctrl+middlemouse works in Oops again
2004-10-15a patch for the Text editor contributed by themeyers.Stephen Swaney
adds new features for indenting and commenting. Note: I am not sure if the best menu spot for these features is under the Select menu, but we can argue about that later. They do work on a selection, though. from the mailing list post: 1&2. Added Indent/Unindent under Edit->Select just select the text you want to indent and go to the menu ( note if nothing is selected Indent will just indent ( tab ) the line the line ) 3&4. Added Comment/Uncomment to the same menu same applies as above 5. Added Tab setting on the menu bar in text editor Sets the number of spaces a tab == changing the setting will change the hole script 6. Added Auto indent when you hit enter it goes to the next line at the same tab number and the line above it ( needs more testing and input)
2004-03-26fix warnings about implicit declaration of sprintf before Mom finds out.Stephen Swaney
2003-12-14Updated some pulldown menus to be more consistent within themselves, and ↵Matt Ebb
with the new guildelines.
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
2003-11-23Added all necessary BPY_extern.h include files to the .c files.Michel Selten
Updated the Make environment to point to the correct location. The include paths were still pointing to source/blender/bpython/include while it should be source/blender/python. I did not encounter the build problems because I'm always working with the autoconf build environment.
2003-11-22Got rid of many #include "BPY_extern.h"Chris Want
Homework from Michel: do grep BPY source/blender/src/* and see if there is anything that needs fixing.
2003-10-28Fixes after report from Matt:Ton Roosendaal
- errors in names/hotkeys pulldowns fixed - full window option in pulldown win caused ortho on/off event - weight paint now shows vertex color Panel in editbuttons - adding armature while vpaint mode, didnt end vpaint mode - cleaned up some buttons design - leftmouse press-hold for toolbox also moved 3d cursor
2003-10-27- added a 'collapse pulldown' icon to all headers that have itTon Roosendaal
- narrowed the space icon takes, looks pretty - the status (pulldown or not) is now stored locally per window, it was global flag in user settings.
2003-10-25- item "Export" renamed: "Convert to 3d text"Jiri Hnidek
2003-10-25- removed tooltips from pull-down menusJiri Hnidek
2003-10-25- removes warningsJiri Hnidek
2003-10-25- added menus to header of text editorJiri Hnidek
- added Alt-N shortcut (New text) - look at blender.webpark.cz/texteditor.html
2003-10-20Another mega commit... loadsof restructure, and a pretty good one! :)Ton Roosendaal
- changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-15- removed all #include "interface.h" from files. this is a local/internalTon Roosendaal
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!
2003-10-15- Modified drawing of ICONROW controls to be clearer,Matt Ebb
more consistent and logical. (ICONROWs haven't scrolled left/right in years! More detailed tweaking of headerbuttons positions can come when more menus are finished - added text labels to the drawtype menu in 3d view header
2003-10-12Fixing header*** files to use tabs instead of spaces (was my fault, sorry).Willian Padovani Germano
2003-10-11- fixes in material buttons (still tentative design!)Ton Roosendaal
- cutoff of text in menus and buttons now even better! - size of pull-up menu buttons is corrected - pressing at 'menu button' had a delay, fixed General: the 'outo open' wont become default, it will be removed or become a user option. I am experimenting with it to get it all OK. The 'auto open' for secondary levels in pulldowns will remain there Check the latest state of pull-up menu buttons. for example the mode selector: you can use such buttons in three ways, - click on it, it opens and you can select - click-and-hold-mouse, move, release at item you want to select - move mouse over button, wait, it opens The 'auto open' and its time threshold both can be user settings.
2003-10-10Splitting source/blender/src/headerbuttons.c in smaller header_***.c files.Willian Padovani Germano
The original headerbuttons.c is for now kept as headerbuttons.txt The included .h files were updated to only include needed ones in each file. Makefile.am (for the autotools build) was updated. Didn't test with original makefiles. Other build systems will of course need to be updated.