Age | Commit message (Collapse) | Author |
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http://markmail.org/message/fp7ozcywxum3ar7n
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also minor functional changes
- OBJECT_OT_make_links_data() type property is now assigned to the operator property (so popup menu can find it)
- removing BG image now returns cancelled if no image is removed.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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In some cases, a LMB-drag was drawing a stippled line. Leftover of
WIP code for support of gestures in Blender.
Disabled drawing for now, until gestures is back in control.
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- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
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made a number of files build without unused warnings.
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Use this for image editor Line Sample tool, rather than custom modal operator/
custom drawing.
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* #20833: layer brush doesn't work with multires.
* #20946: sculpt mode partially removes parts of the mesh in the viewport.
* #20420: grab brush stops after moving some distance.
* #20906: sculpt grab tool moves in wrong direction.
* #21132 and #21272: undo on object with subdivision surface modifier crashes.
* #21115: subsurf + multires + sculpting + undo causes crash.
* #20683: sculpt + multires apply + undo crash.
* #19094: wrong outline in solid mode.
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The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not
work well for offscreen rendering. It would have been possible to make a
fake subwindow for this, but I decided to just remove this extra layer as
it does not seem to have much purpose and has been quite confusing when
trying to fix other bugs. The relevant matrices are already stored in
RegionView3D so there will be no increase in calls to glGetFloat, which may
have been a performance reason to use this system in the past.
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Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
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Don't limit lasso to 1024 points, just realloc array with increased size when current limit is reached.
Also silence two stupid warnings.
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simpler and more compatible.
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problems,
perhaps GLU incompatibilities? If any Windows GL guru can help here, it would be
most appreciated!
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Gives nice feedback for what will be selected, especially with lasso.
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are always drawn in pixel space.
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- now works exactly like 2.4x, except that its accessed from the CKey
- hack to remember circle size, need some better way to do this
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Small fix: Triple Buffer mode didn't clip custom paint cursors correctly
for overlapping regions (example, view3d paint circle drawing into toolbar)
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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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* 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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Bugfix: WM gesture manager was not assigning gesture to the
context-defined region, making border select calls from a
header not work.
This fixes Node header option "Border select".
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- Lasso select back (CTRL+LMB), object centers only,
and for editmesh. See template in wm_operators.c
- Circle select for editmode back. Currently it still
uses Ckey, and is only a temporary mode, not persistant.
Persistant circle select can be added later with
tweak gesture keymap? We'll see. :) The old circle
select was actually annoying that it was so sticky.
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Notifier system upgrade, based on Brecht's doc.
Implementation notes:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers#Implementation
In short: let's try to strictly communicate in a notifier what happened.
The listeners then can act themselves. It also means that a frame-changed
notifier doesn't send out redraws, the editors themselves can decide.
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- Added default Circle 'gesture' operator callbacks.
As test, added in view3d window as Ckey, paint over object centers.
- Fixed notifier for gesture, to only cause redraws in own region.
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All of the view3d drawing code is now 'Context' free.
The idea is:
- ED_region_do_draw() sets and freezes drawing context
- regiontype draw() callback then can pass on other relevant
context stuff as function args.
Also cleaned up the WM opengl wrappers, to mimic opengl state;
no reason to give window pointer anymore.
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Context API
This adds the context API as described here. The main practical change
now is that C is not longer directly accessible but has to be accessed
through accessor functions. This basically adds the implementation of
the API and adaption of existing code with some minor changes. The next
task of course is to actually use this design to cleanup of bad level
calls and global access, in blenkernel, blenloader.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Context
Error, Warning and Debug Info Reporting
This adds the error reporting API as described here. It should help
clean up error() calls in non-ui code, but eventually can become used
for gathering messages for a console window, and throwing exceptions
in python scripts when an error happens executing something.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Reports
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- RMB select, also with SHIFT
- RMB tweak for translate
- SHIFT+D dupli
- BKEY border select/deselect
- AKEY (de)select all
- XKEY delete
- GKEY grab
Added some XXX comments for future todos, especially for when other
spaces come back with time markers.
Also added ED_util for putting in all to-be-cleaned cruft
Context conflict: input methods for Markers can conflict with other
spacetypes. It was solved in pre-2.5 with manually tweaking it all over,
but I would prefer one keymap for all marker stuff. Needs some thinking...
could be solved with a boundbox check for bottom part of 2d window.
Tweak issue: both tweak styles are possible:
- Hold mouse button, move, operator ends on mouse release
- Hold mouse button, move, operator ends on mouse click
Problem is that modally handled operators use fixed keymaps... like ESC,
SPACE, ENTER, or press/release mousebutton for 'assign'. There's a lot
to say for making this all consistant, or become part of 1 general keymap?
Should also be possibe to define 'tweak' defaults for Tablet different
than for mouse...
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- note: there is no round() in msvc math.h, so I used floor(val+0.5)
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- Added standard "tweak" gesture operator, which can be set per region, to
generate EVT_TWEAK events. You can configure tweaks for any mouse button
and have handlers for such events check for modifiers etc.
It even stores tweak direction (8 directions). Might be fun to experiment
with tweak gestures N, S, etc. :)
In general it can be used to replace the current tweak code in 2.48
(std_rmouse_transform).
Test added: on screen level it now adds LMB tweaks, if tweak-South it splits
the area. Will be removed of course.
- Added to Border operator a property to store event used to end border with.
- Moved the "AZone" triangle drawing to the right context (area). It was on
screen level, not respecting area-redraws. Also cleaned up drawing for it,
and moved the "swap buffers indicator" square to look nicer. Those squares
are only for test!
- event-match function had bad code for checking for event-value. Made a
"KM_ANY" define so keymaps can be defined ignoring event values.
- Gesture todo: lasso, "real gesture" (like blender now has)
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- Simplified and cleaned previous border code
It was a bit too complex, too many data manipulations
Original idea was to have WM API calls to manage border, circle, lines,
lasso, etc. This now means that WM provides callbacks for custom operators,
so it's very easy to make them. Check bottom of screen_edit.c for an
example.
Currently two borders were coded; with and without cross hair.
Press Bkey in any area-region to test it (note: time window has wrong matrix!)
Some specs to note:
- gestures are in region space, and draw 'over'. That latter still needs some
work when we do real composites.
- only the active region is redrawn.
- on todo is the generic gesture engine for 'tweak' or like how currently grab
gestures in Blender work. These will be configurable per area-region, and WM
then will send the proper "Gesture Event" with properties (N, S, E, W, etc)
to which you then can assign operators. Such events will be generated with low
priority, so other handlers who swallowed mouse events have preference.
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==========
* Changed wmOperatorType, removing init/exit callbacks and adding cancel
callback, removed default storage in favor of properties. Defined return
values for exec/invoke/modal/cancel.
* Don't allocate operator on the stack, and removed operator copy for
handlers. Now it frees based on return values from callbacks, and just
keeps a wmOperator on the heap. Also it now registers after the operator
is fully finished, to get the correct final properties.
* Changed OP_get_* functions to return 1 if the property is found and 0
otherwise, gives more readable code in my opinion. Added OP_verify_*
functions to quickly check if the property is available and set if it's
not, that's common for exec/invoke.
* Removed WM_operatortypelist_append in favor of WM_operatortype_append
which takes a function pointer instead of a list, avoids macro's and
duplicating code.
* Fix a crash where the handler would still be used while it was freed by
the operator.
* Spacetypes now have operatortypes() and keymap() callbacks to abstract
them a bit more.
* Renamed C->curarea to C->area for consistency. Removed View3D/View2D/
SpaceIpo from bContext, seems bad to keep these.
* Set context variables like window/screen/area/region to NULL again when
leaving that context, instead of leaving the pointers there.
* Added if(G.f & G_DEBUG) for many of the prints, makes output a bit
cleaner and easier to debug.
* Fixed priority of the editors/interface module in scons, would otherwise
give link errors.
* Added start of generic view2d api.
* Added space_time with some basic drawing and a single operator to change
the frame.
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After check this a little more I make some changes to the
API and now work on the following form:
WM_gesture_init(C, type);
while() {
/* handler event, etc */
/* if something change. */
if(need_update) {
/* update the gesture data and notify about it. */
WM_gesture_update(C, data);
WM_event_add_notifier (.. WM_NOTE_GESTURE_CHANGE ..);
}
}
WM_gesture_end(C, type);
Another of the change is that now the gesture data is a link list
in the window struct, so we can have multiples "gestures" (but
of different type) at the same time.
Also take care that the "gesture data" is reusable, that mean that
only alloc it 1 time and use in all the place, that is
why don't support multiple gesture of the same type, but of course
that can be change.
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This is a first implementation of the "gesture manager" system,
the idea is put the WM in a automatic draw mode so we can
implement different "Gesture types" to draw different class
of data (lasso, bound box, etc).
The gesture data is passed through the data field of the notifiers,
i think that we can change this to something like:
WM_gesture_init(C, data); /* put the data in the context. */
while() {
/* send WM_NOTE_GESTURE_CHANGED to update screen */
}
/* send event and free the data in the context. */
WM_gesture_end(C);
Also i add a new operator and event to test the gesture manager.
The new operator is the "border select" function, just press BKEY
in the window and LMB or ESCKEY to exit.
In the case of LMB you can see a print in the console about the
BORDERSELECT event.
All this still need a lot of work, comment are welcome.
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