Age | Commit message (Collapse) | Author |
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Also moved the new text formatting stuff to a 'Format' menu since
'Select' should contain selection tools only.
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- pulldown button for textwindow header OK
- color picker had no correct border around it
- border around 'game framing' and 'edge settings' smaller now
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(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
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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)
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with the new guildelines.
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- 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
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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.
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Homework from Michel: do grep BPY source/blender/src/*
and see if there is anything that needs fixing.
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- 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
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- 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.
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- added Alt-N shortcut (New text)
- look at blender.webpark.cz/texteditor.html
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- 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'
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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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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
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- 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.
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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.
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