Bugfix: Icons were drawing on wrong subpixel positions, distorting
badly. Now it's crispy and tasty!
Noticed there's a magnifier icon already, using it for the search
option.
* First step for buttons context browsing, read-only still.
* Drawn in a panel now, though this should become a separate region.
* Path of the context is constructed as an array of RNA pointers and
then used for drawing and context lookups from python.
* Added a MaterialSlot collection in Object rather than giving
the list of materials immediately. This should more correctly
reflect how this data is organized, even though there is no
equivalent C struct.
* Added name properties to MaterialSlot/TextureSlot/ParticleSystem.
Further work on new "text search" button.
- Now allows to browse items (mouse, arrow key)
- Assigns active value
- Uses different backdrop to distinguish from popup menus
- Cleaned API for it, so it can be used nicely generic
Also added a search menu, which shows all currently working
operators: CTRL+ALT+F. (mind the looks, it needs some tweaks!)
To make a menu activating a button I've added a new event...
could use some tweaks.
Important note: the callback to pass on "old string" for text
button (bone rename) couldn't work yet, added first code for new
callback, but has to be worked on further. When bone rename gets
added it can be tested.
* Make modifier and constraint templates use left/right alignment for
buttons in the header.
* Added mdef bind operator as an example of how to use local context
for a modifier, and add some code I forgot to commit last time to
make this system actually work.
* Fix crash adding rigid body constraint.
* Give new nodetrees NT in ID name to make them recognizned by RNA,
even if the nodetrees aren't actual ID datablock.
* Fix an issue where the pointer types wasn't always refine
to the most specific type, now RNA_pointer_create also
does this for convenience.
* Make lamp fallof type editable.
Part one of new text button type: SEARCH_MENU
This opens a popup showing all matches for a typed string, nice
for object names, materials, operators, and so on.
Warning: Currently menu doesn't function yet! Only draws choices.
As test I've added an operator search button in top bar. It only
shows operators that can be used in this context now. Also that
is part of the WIP, tomorrow more fun :)
- Fix: text draw in fonts was slightly too low; it didn't calculate offset
correctly. Now it is aligned to have number characters in center.
- Fix: text clip was too wide, giving errors on extreme zoom in.
- Added boundbox-clipped default text drawing for view2d:
void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, char *str)
(Note; also for previous commit, this cache immediately projects, so if
you change view2d while drawing, text is still on correct positions)
Added support for cached text drawing in View2D. Cache is needed to
prevent the viewmatrix being set/restored on each text drawing.
Adding a string:
void UI_view2d_text_cache_add(View2D *v2d, float x, float y, char *str)
Drawing:
void UI_view2d_text_cache_draw(ARegion *ar)
Nothing else needed; just make sure cache-draw is always called at end
of a view2d drawing function, to clear cache memory.
On todo for next: a version with a rectf boundary to clip text within.
Fix for Spin & Screw Mesh edit operators.
- now center and axis are RNA properties for operator
- axis is drawn as Normal button in properties buttons. Fun toy!
Cleanup commit:
- Yafray removed. Also did cmake/scons files, but didn't compile with it,
so test would be appreciated :)
- Removed old crap from Windows release dir, should be checked on
further by windows release builder later.
Added new widget type in drawing and themes: "Box Backdrop", which is
in use by modifiers. Allows alpha blend, shade, etc.
It was using the general button theme for standard buttons still, to
indicate this change I made it a bit darker. Matt/Bill are invited to
tweak this default color :)
* Wrapped the constraint layout to python and deleted the corresponding C code.
ToDo: 4 constraints are still C code (IK, Script, Action and Rigid Body Joint)
* Some Constraint RNA fixes.
* Wrapped the Shrinkwrap Constraint in RNA.
Simplified and started from a clean slate, without much of
the hidden existing space data that was hanging around
in the old one.
One issue I found is that saving the startup file from
Blender 2.5 also saves the window size and location.
This means the version I just saved would open up
strangely on other screen sizes/setups. I added code to
reset this to default when loading it up from the version
compiled into the Blender binary, but perhaps Ton/
Brecht might want to check the diff.
* Added PROP_ID_REFCOUNT flag to control if refcounting should
be done on ID pointer properties. All ID pointers are refcounted,
by default, with the exception of Object, Scene and Text.
* Also made TextureFace image pointer editable, with the special
refcounting behavior.
* Added some properties of uiLayout that can be set. I've added
some API code for more than the two I've implementeds, so
ignore those for now.
* layout.active = False will gray out buttons inside a layout.
* layout.enabled = False will gray out and completely disable
the buttons inside a layout.
* Also some function renames.
* Automatically do us++ and us-- reference counting in ID pointer
set functions.
* Added an enum property callback to dynamically vary the list of
available items.
* Added some functions to do removes on pointers and collections
runtime defined for RNA and using ID properties.
* Constraints now have owner/target space wrapped, and most
pointers made editable. They can be ported to use python layouts.
* Also other pointers made editable that I think are see now with
the automatic reference counting.
Added a system for adding a "local" context in a UI layout.
This way you can define for example within a modifier panel
all operators to get the modifier in the context.
In the layout code:
uiLayoutSetContextPointer(layout, "modifier", &ptr)
layout.set_context_pointer("modifier", md)
In the operator:
ptr = CTX_data_pointer_get(C, "modifier")
md = context.modifier
Brecht, would you be able to have a look at this if you have time - I can't
figure out how to trigger the python file to register the header instead of
what's in outliner_header.c.