Age | Commit message (Collapse) | Author |
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[[Split portion of a mixed commit.]]
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* Added Context access to RNA_property_as_string. This is needed for doing a Python call to the object mode set operator, which has a dynamic enum property that needs context.
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only show operator args in the tooltip that are different from the defaults.
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operators, there are massive :|)
- WM_operator_pystring can now be used with an operator type and properties (rather then a wmOperator instance)
- removed menus from file selector
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Operator goodies!
--- Macro operators
Operators now can consist of multiple operators. Such a macro operator
is identical and behaves identical to other opererators. Macros can
also be constructed of macros even! Currently only hardcoded macros are
implemented, this to solve combined operators such as 'add duplicate' or
'extrude' (both want a transform appended).
Usage is simple:
- WM_operatortype_append_macro() : add new operatortype, name, flags
- WM_operatortype_macro_define() : add existing operator to macro
(Note: macro_define will also allow properties to be set, doesnt work
right now)
On converting the macro wmOperatorType to a real operator, it makes a
list of all operators, and the standard macro callbacks (exec, invoke,
modal, poll) just will use all.
Important note; switching to a modal operator only works as last in the
chain now!
Macros implemented for duplicate, extrude and rip. Tool menu works fine
for it, also the redo hotkey F4 works properly.
--- Operator redo fix
The operators use the undo system to switch back, but this could give
errors if other actions added undo pushes (buttons, outliner). Now the
redo for operator searches back for the correct undo level.
This fixes issues with many redos.
Note for brecht: removed the ED_undo_push for buttons... it was called
on *every* button now, which is probably too much? For example, using
the 'toolbar' redo also caused this...
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Fix in include file, missing 'struct'
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Keymap feature: RightMouse in pulldown menus allows to assign
a new hotkey.
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* Side panels now use list widgets.
* Enabled theme colors for side panel.
* Add button in bookmarks panel.
* Operator panel title now uses operator name.
* For unix, added / to system, and home and desktop to bookmarks.
* For opening fileselect with filter, cleaned up the code a bit,
adding WM_operator_properties_filesel instead of duplicating code.
* Also added filter for all operators calling fileselect, only image
and file open did it before.
* Hide . files by default, and also hide files ending with ~.
* Added back .. (but not .) in the file list, I really missed this.
* File highlight now only happens when you're actually over a file,
instead staying after you move the mouse away.
* Fix some redraw/refresh issues.
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First step towards keymap editor!
Before getting too excited:
- doesn't save yet
- no rna properties can be defined
- no insert/remove keymap options yet
- no option yet to set 'key press/release'
But what does work;
- Keymap list is in outliner, new category
(Keymaps are listed in order as being created now)
- enable/disable a keymap entry: click on dot icon
- it displays python api names for ops
- browse new operator for keymap (menu button)
- set keymap to use other keys, mouse or tweak events
- four modifier key options
I first intent to test it all well, there are still
quite some modal map conflicts (like border select) and
there's problems assigning items to tweaks
Another issue is that a visual editor for keymaps might be
quite hard to use... the amount of data and options is just not
so fun for a buttons menu. There are ways to improve this though.
Maybe do this via a script?
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New feature: allowing to open temporarily windows for output.
Implemented for:
- Render output (use output menu "new window" option).
- User Preferences (alt+U, plus added in 'File' menu)
Currently the window opens where your mouse is. The Render window
works as usual, with ESC or F11 moving it to back or front again.
That allows the window position to remain where you moved it on
new renders.
If you close a render window when it renders, the render thread
will be killed.
User prefs show 'info window' now... i thought we'd use outliner?
Anyhoo, I've made the 'save settings' to close the 2nd window as
well.
Opening a secondary file window for save I'll check on later,
this has to be checked with the current event system still.
the WM_window_open_temp() api call for this maintains currently
a *single* temp window. If you have a render window open, and call
for the preferences, the render window will be used for it. And
the other way around.
On closing the blender window, the temp windows close automatically
when there's no regular window open, and blender quits.
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* Clean up File menu, added back recover last session op.
* .blend compress now behaves a bit different, previously
it would only respect the user preference. Now it saves
existing files the same way they are saved, and new files
following the user preference. The save operator has a
Compress toggle in the file browser left panels now.
* Add menu working again, some fixes to make these operators
work outside the 3d view were needed.
* Timeline menu removed, its contents will be moved to the
timeline header menus.
* Game menu can now start game, changed the start game op
to choose another 3d view if none is available.
* Render menu has a few items now.
* Help menu contains a few links again.
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Modal keymaps.
I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support.
The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way.
This system also allows to still handle hardcoded own events.
Tech doc:
1) define keymap
- Create map with unique name, WM_modalkeymap_add()
- Give map property definitions (EnumPropertyItem *)
This only for UI, so user can get information on available options
2) items
- WM_modalkeymap_add_item(): give it an enum value for events
3) activate
- In keymap definition code, assign the modal keymap to operatortype
WM_modalkeymap_assign()
4) event manager
- The event handler will check for modal keymap, if so:
- If the modal map has a match:
- Sets event->type to EVT_MODAL_MAP
- Sets event->val to the enum value
5) modal handler
- If event type is EVT_MODAL_MAP:
- Check event->val, handle it
- Other events can just be handled still
Two examples added in the code:
editors/transform/transform.c: transform_modal_keymap()
editors/screen/screen_ops.c: keymap_modal_set()
Also: to support 'key release' the define KM_RELEASE now is officially
used in event manager, this is not '0', so don't check key events with
the old convention if(event->val) but use if(event->val==KM_PRESS)
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keymaps complaining about python operators not existing, but at the expense of some annoying init flags/functions. :/
Brecht/Ton you may want to check that C->data.py_init is a good place to store this.
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-> some.operator
this works for the calling operators from python and using the RNA api.
bpy.ops.CONSOLE_exec() is now bpy.ops.console.exec()
eg.
split.itemO("PARTICLE_OT_editable_set", text="Free Edit") becomes... split.itemO("particle.editable_set", text="Free Edit")
For now any operator thats called checks if its missing _OT_ and assumes its python syntax and converts it before doing the lookup.
bpy.ops is a python class in release/ui/bpy_ops.py which does the fake submodules and conversion, the C operator api is at bpy.__ops__
personally Id still rather rename C id-names not to contain the _OT_ text which would avoid the conversion, its called a lot since the UI has to convert the operators.
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error value.
brecht, switched the order back to fix this, added an argument for WM_operatortype_find() to fail without printing an error.
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* Pass on mouse location on window leave/enter too, fixing some
issues with button highlights and tooltips.
* When a modal operator runs, grab the mouse cursor so that for
example transform still works when you move your mouse outside
of the window, previously it would just stop then. This is
automatic now for all modal ops, perhaps not always needed?
* Fix for a trailing button highlight issue.
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* 3D view Mesh menu works again, but incomplete.
* Add Properties and Toolbar to 3D View menu.
* Added "specials" menus back, vertex/edge/face and general.
* Various fixes in existing mesh operators, some were not working.
* Add MESH_OT_merge.
* Merge all subdivide ops into MESH_OT_subdivide, subdivide code
changes to make smooth + multi give good results.
* Rename all select inverse ops to *_OT_select_inverse.
* Fix "search for unknown operator" prints at startup, and some
warnings in py code.
* Don't run .pyc files on startup.
* Remove unused image window header C code.
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* Context panel now draws without header, with arrows, no scene name.
* Softbody vertex group search popup.
* Improve names for autogenerated shortcut keys in menus.
* Make most Select menus in the 3D view header work.
* Fix armature border select selection syncing.
* Add POSE_OT_select_constraint_target,
MESH_OT_select_by_number_vertices, MESH_OT_select_vertex_path.
* Merge mesh select similar into one operator.
* Don't give MESH_OT_select_random Space hotkey.
* Add DAG_object_flush_update to many mesh edit tools, not calling this
will crash with modifiers.
* RNA_def_enum_funcs for dynamic enums in operators, but not very useful
without context yet.
* Fix refresh issue with image window header + editmode.
* Fix drawing of shadow mesh for image painting.
* Remove deprecated uiDefMenuButO and uiDefMenuSep functions.
* Remove keyval.c, code is in wm_keymap.c already.
* Rename WM_operator_redo to WM_operator_props_popup.
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define extra functions on gameObjects.
Adding a UI to set the type on startup can be added easily.
# ----
class myPlayer(GameTypes.KX_GameObject):
def die(self):
# ... do stuff ...
self.endObject()
# make an instance
player = myPlayer(gameOb) # gameOb is made invalid now.
player.die()
# ----
One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
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Part one (of probably many :) of Operator review/validation.
Nothing final nor defined, it's reseach :)
- Added tool buttons in "Toolbar" (Tkey). Just four examples
for objectmode, and six for mesh editmode.
(Review in progress is operator internal state vs context, what
do redo exactly, undo vs redo syncing, when op->invoke or not,
etc. This has to be pinned down exactly and frozen asap)
- On undo, clear redo-operator-stack for now (won't work)
- Added call to better detect active/current view3d region.
ED_view3d_context_rv3d(C)
- Fixed some operators that missed correct redo (add-prim etc).
Later more fun!
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Nice goodie: Preview renders!
- Added new preview.blend, allowing super wide cinemascope previews
- Draws nicely blended inside widget type, rounded corners
- Preview now renders using all available cpus/cores.
- Uses - hopefully rock stable - method, which doesn't copy or
allocate anything for previews, but just uses render API calls.
- Multiple previews are possible! But, added provision in Jobs
manager to only render one preview job at a time. If you start
more preview jobs, they're suspended until it's their turn.
Bugfix: new buttons context code crashed when going full-window.
Tweaks are still needed for notifiers. I have to figure out still
how to retrieve SpaceButs button view types...
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Fixes:
- HSV picker didn't work. Old option "No Hilite" for buttons made it not
being checked for input anymore. Needs to be on attention list!
- Node editor wasn't drawing buttons correctly. Two things to keep track
off:
- Use wmLoadIdentity(), not glLoadIdentity()
- I've added a wmPushMatrix() and wmPopMatrix() version for correct
wm-compatible push/pop. Only one level for now.
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* For new buttons spaces, automatically set horizontal/vertical
align depending on size, instead of free.
* Cleaned up the UI panel API. There's now a new uiBeginPanel
function which takes a panel type, and a uiEndPanel which takes
the final size. uiNewPanel* functions will be phased out.
* Animate the re-alignment when a panel size changes, e.g. when
enabling dupliframes.
* Load ui scripts from the release/ folder first if it is
available. This makes it easier to edit ui scripts, since it
will directly use the original files which avoids having to
run the build system.
* Improve editing of panel types while blender is open. That
means fixing some issues with lacking updates, overlaps, strange
ordering. It even does an animation now when the panel resizes.
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to WM_operator_menu for example, but popping up the redo menu. This is
useful for operators like particles rekey, which makes no sense without
specifying the number of keys.
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There was very little structure in this code, using many globals
and duplicated code. Now it should be better structured. Most
things should work, the main parts that are not back yet are the
python plugins and markers. Notes:
* Blenfont is used for drawing the text, nicely anti-aliased.
* A monospace truetype font was added, since that is needed for
the text editor. It's Bitstream Vera Sans Mono. This is the
default gnome terminal font, but it doesn't fit entirely well
with the other font I think, can be changed easily of course.
* Clipboard copy/cut/paste now always uses the system clipboard,
the code for the own cut buffer was removed.
* The interface buttons should support copy/cut/paste again now
as well.
* WM_clipboard_text_get/WM_clipboard_text_set were added to the
windowmanager code.
* Find panel is now a kind of second header, instead of a panel.
This needs especially a way to start editing the text field
immediately on open still.
* Operators are independent of the actual space when possible,
was a bit of puzzling but got it solved nice with notifiers,
and some lazy init for syntax highlight in the drawing code.
* RNA was created for the text editor space and used for buttons.
* Operators:
* New, Open, Reload, Save, Save As, Make Internal
* Run Script, Refresh Pyconstraints
* Copy, Cut, Paste
* Convert Whitespace, Uncomment, Comment, Indent, Unindent
* Line Break, Insert
* Next Marker, Previous Marker, Clear All Markers, Mark All
* Select Line, Select All
* Jump, Move, Move Select, Delete, Toggle Overwrite
* Scroll, Scroll Bar, Set Cursor, Line Number
* Find and Replace, Find, Replace, Find Set Selected,
Replace Set Selected
* To 3D Object
* Resolve Conflict
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Useful goodies: most buttons for Image window back.
Not every button works! But what you can do:
- press Nkey to show/hide options
- use curves, with realtime updating
- image properties panel, load, browsing layers,
setting types
- paint panel
- plus new paint color picker panel! (why it wasn't
there in 2.4x is probably obvious, but now it can!)
Hrm... radial control should be added here too, and a nice
paint size cursor?
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Several things in one commit; could not split this up easily,
one job invoked another, and so on. :)
- Added pulldowns for save/load .blend file in top bar.
- To enable "Save" without further popups (save over)
I've added a signaling function in window header to
indicate a succesful save.
- On any undo push it now signals 'file changed'. This
goes by notifiers nicely, but now registers only the
undopushes, which is quite unreliable. "Changed" state
shows in header as "Blender*" and for OSX with the
standard close button black dot.
- Made screencast show a button in top bar indicating such,
and allowing quit. No hotkey for quit yet... but ESC will
keep casting now.
- Fixed new BLF_init(), which should be in WM_init() and not
on any .B.blend read.
- Fixed CTRL+F3 "Save Screenshot", which was still using old
fileselect code.
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Proper integration of File-selecting in WM. The communication
flow was flawed. :) Main problem was that filewindow can change
the screen context entirely, and should not do this directly on
a call inside an operator. Another problem was that the operator
ownership was handed over to SpaceFile, which is asking for
problems if you want to execute the operator with proper context
later on.
Solution is simple; window handlers already are valid owners of
operators and can manage context, so instead of directly talking
to the 'file space', you give the operator to a new handler this
way:
WM_event_add_fileselect(C, op);
This handler then listens to events (OPEN, EXEC, CANCEL) sent
by the WM or by the filewindow itself. This way local context
operators (like "open new image in imagewindow") will survive
a full-window fileselector fine, and in future also secondary
windows browsing files.
Two bugfixes included in this commit too:
- Add sequence menus in Sequencer used wrong context.
- When handler executes operators, it sets stored context now
by first checking if this is still valid.
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- Node editor: link cut back, now under ALT+LMB, to prevent
accidents. Note it now nicely intersects the real curved
noodles with a line you draw!
- To make above work, replaced ogl curve draw with own bezier
code.
- Added new WM standard operator callback for lines-gesture,
the Lasso gesture now draws a closed line.
- Both callbacks have optional property 'cursor' to make it
give modal info. For future also linestyle or color can be
defined.
- Changed 'pin' icon in Image header to something that looks
less scary... but there's no pin icon yet?
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- Added back CTRL+X "reload start-up file".
(Original name 'erase all' is a bit misleading, but we can
go over all naming conventions later :)
- Added memfree for triple buffer data.
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Moved 'redo last operator' stuff to WM level, with a
WM_operator_repeat()
Code in screen_ops was not checking all operator stuff
correctly, so repeat menu (F3 now) crashed in cases.
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Edit mesh:
- fixed compile, shul only committed the function declaration, not
the code for 'make fgon'.
- Put the Fgon option under:
ALT+F: make fgon
SHIFT+ALT+F: clear fgon
(note, SHIFT+F = fill :)
- Fixed loop select to use two booleans, as Martin pointed me
correctly at! Using 1 variable was lazy coding.
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- Edit mesh: Add ctrl+click add vertex or extrude.
I've made it not move the 3d cursor in that case.
Also found out tweak events conflicted with existing
keymap definitions; on tweak failure (= no mousemove)
it now passes on the mouse event as 'mouse down' for
the remaining keymaps to check.
These then actually respond to mouse-up instead of down...
The location in the keymaps where tweaks get generated
remains important. Examples:
1 - 'select' mouse-handler, operator return pass-through
2 - tweak handler checks, and makes tweak event
3 - grabber responds to tweak event
1 - ctrl+mouse tweak handler checks, makes tweak event,
or passes event on
2 - if tweak event, it runs lasso
3 - else when passed on, ctrl+click extrude happens
In the first case, select works on mouse-down, immediate.
In the second case, extrude happens on mouse-release, even
though the keymap defined mouse-press.
This will make designing nice balanced keymaps still not
simple; especially because you can't tell operators to
pass on the key... although we can add the convention that
select-mouse operators always pass on to enable tweaks.
Still a good reason to wait with custom keymaps
when this is fully settled!
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- Made WM_cursor_wait() work without context or pointers,
like old waitcursor(). Only use when operations entirely
block UI. It will set waitcursor for all open windows.
- Cleanup in mesh tools, removing old cruft, and prepare
for more goodies for shul to work on!
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* Automatic shortcut keys in menus now compare operator properties as well.
Implemented IDP_EqualsProperties for this.
* I imagine all these compares may be a bit slow, for this case it's not
so bad though because it only happens for one menu when it is opened.
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Compositor now uses threaded jobs.
- updates happen per preview node! Check this file for
fun: http://www.blender.org/bf/composite_image.blend
(any compo node could get preview!)
- had to ensure the composite data gets fully copied before
it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
use this init to ensure you only do it when job really
starts.
- added an extra notifier option for WM_jobs, to signal
finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
instead of using it.
- commented out annoying prints for missing ops in imagewin
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function (like WM_operator_confirm).
It opens the files selector if "filename" property has not been set, else it executes the operator directly. Brecht, you might want to check, currently only sequencer add operators use it.
* Added back Effects menu back, replaced SEQUENCER_OT_add_color_strip with SEQUENCER_OT_add_effect_strip.
* Made sequencer header use operator UI functions.
* gcc complains when char's are used as array indicies when they are not explicitly signed/unsigned, corrected previous change for vpaint to silence this error.
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* Added a rotation setting to brush (and brush RNA)
* Brought back strength and rotation modes for radial control
* Brought back brush texture for radial control
* Turned off display of sculpt brush during radial control operator
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for now.)
Notes:
* So far, only size mode ported and tested, still strength and rotation to do
* Brought this back for sculptmode first, still to do are particle edit, vpaint, wpaint, texpaint, and I guess image paint?
* Changed the wm paint cursor slightly, to take a customdata pointer.
* Still need to bring back brush texture display in the cursor
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Font object + editing back.
Was quite some work due to a myriad of globals all over!
Works nicely 100% local now.
To enable a single textedit operator, I've added a new
keymap entry KM_TEXTEDIT, which gives all keyboard events
to the handler. Also had to add a new keymap-add function
to force a keymap handler in beginning of region handlers.
In future this can be used to prioritize handlers.
Also: split off the arrow keys (frame change) to a separate
region level handler. Can be set with default flag in
regiontype->keymapflag ED_KEYMAP_FRAMES
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* Triple Buffer is now more complete:
- Proper handling of window resize, duplicate, etc.
- It now uses 3x3 textures (or less) if the power of two sizes
do not match well. That still has a worst case wast of 23.4%,
but better than 300%.
- It can also use the ARB/NV/EXT_texture_rectangle extension
now, which may be supported on hardware that does not support
ARB_texture_non_power_of_two.
- Gesture, menu and brushe redraws now require no redraws at all
from the area regions. So even on a high poly scene just moving
the paint cursor or opening a menu should be fast.
* Testing can be done by setting the "Window Draw Method" in the
User Preferences in the outliner. "Overlap" is still default,
since "Triple Buffer" has not been tested on computers other than
mine, would like to avoid crashing Blender on startup in case
there is a common bug, but it's ready for testing now.
- For reference "Full" draws the full window each time.
- "Triple Buffer" should work for both swap copy and swap exchange
systems, the latter still need the -E command line option for
"Overlap".
- Resizing and going fullscreen still gives flicker here but no
more than "Full" drawing.
* Partial Redraw was added. ED_region_tag_redraw_partial takes a
rect in window coordinates to define a subarea of the region.
On region draw it will then set glScissor to a smaller area, and
ar->drawrct will always be set to either the partial or full
window rect. The latter can then be used for clipping in the 3D
view or clipping interface drawing. Neither is implemented yet.
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- warning cleanup (wrong casts, unused vars, missing protos)
- removed old cruft from node_edit.c
- cleaned wm_jobs.c a bit
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Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
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Python operator api was using WM_operator_name_call() which was confusing things too much.
Added WM_operator_call_py() which ended up being a very small function and split out operator creation into wm_operator_create()
Python operator now runs the poll() function and raises an error if it fails.
Eventually there should be error messages for poll that python can use to give the exact reason for failing (eg - library linked data, no active object...)
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* View2D to region now returns ints instead of shorts.
* Use "Numpad" instead of "Pad" in automatic keymap menu info.
* Menus can now use buttons other than BUTM and SEPR, in
particular TOG and ROW are now supported instead of flipping
bits manually.
* Added a simpler uiDefMenu* api for making menus now, and it
only supports Operator and RNA buttons at the moment, will be
used in next commit. Not sure how this will evolve .. makes
menu code look cleaner anyways.
* Ensure that interface code doesn't crash when getting unknown
Operators and RNA properties, and display their buttons grayed
out in that case.
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Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
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