Removed all related code. Talked with Ton about this and agreed to postpone it at indefinite time in the future, when things get more relaxed.
Files saved since my first commit should not break although I'm not 100% sure.
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...
* Image window only show game properties in game mode.
* Fix image window render info drawing wrong with alpha enabled.
* Win32 editmode cursor now uses a different one than the system
cursor, that one is barely visible, especially in the new theme
colors.
* Center text in operator header print.
* Fix sequencer unlock shortcut key.
* Fix uv layer / vertex color active render button now graying out.
* Workaround to get default zoom level 1:1 again for new buttons
(will try to fix properly later, is due to scrollbars).
* 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.
New:
* added filter and display to some operator properties. Now file browser opens showing only .blend files and folders on file->open and on image->open changes to image display and only shows images and movies.
Fixes:
* fixed stupid removal of wrong prototype in last commit
* fixed a few warnings
- running a script from a file now uses the PyRun_File(FILE *, ...) rather then PyRun_String("exec(open(r'/somepath.py').read())"...), aparently FILE struct on windows could not ensured to be the same between blender and python, since we use our own python on windows now it should be ok.
- generating docs works again (operator update for py style syntax broke them)
- python operator doc strings was being overwritten
- added rna property attribute "default" to get the default value of a property, not working on arrays currently because variable length arrays are not supported.
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?
Bugfixes:
* crash when loading file that has filebrowser open
* file size over 2GB/4GB? shows negative number
Other:
* tried to improve drawing speed a bit by only drawing the files actually shown and improving refresh behaviour a bit.
Note: Solution I found so far is to use the non-standard _stat64, as far as I could see, WIN64 should work without that patch (Genscher, please check and if needed you can enable this too by removing the !defined(WIN64) )
This probably needs to be fixed in at least one other place (BLI_filesize), will look into this once this fix proves stable enough)
Commit of basic architecture. Sorry, nothing fun to play with yet.
Added two events: MOUSEDRAG and MOUSEDROP. MOUSEDRAG is sent when left-mouse clicking and then moving the cursor and every time the cursor is moved until the user releases the mouse button, thus generating a MOUSEDROP.
Also added two dummy drag operators in view3d and outliner (place holders for now).
Brecht and Ton: feel free to check/edit especially the event system code. I'm not sure that's the right way to do it. Also, I'm getting some mem leaks which I suspect are caused by my code.
- shift+b in the console would do border zoom (rather then upper case B), fixed by making v2d's border zoom check if the v2d's zoom is locked.
- blender in debug mode registers all operators, useful for testing.
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.
* Auto-blending (blend in/out values get determined based on 'overlaps' of strips) now occurs after transforming strips. Where islands (continuous chains of strips) occur, only the ones on the ends of the islands will get or contribute to auto-blending.
* Extend modes (other than 'nothing') now get automatically determined (after transforms) so that moving strips will no-longer cause problems.
* Added a new option to hide influence curves in NLA. Also, made the line widths for these curves narrower, since the old setting was too ugly.
* Pose copy/paste buffer now gets freed on exit
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
* 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.
This adds a RenderEngine type to RNA, which can be subclassed
in python (c++ will follow once we support subclassing there).
It's very basic, but plugs into the pipeline nicely. Two example
scripts:
http://www.pasteall.org/6635/pythonhttp://www.pasteall.org/6636/python
Issues:
* Render runs in a separate thread, and there is unrestricted
access, so it's possible to crash blender with unsafe access.
* Save buffers and full sample are not supported yet.
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)
- add a warning when an operator name is NULL, set it to a dummy name to prevent crash. POSE_OT_constraints_clear had its name commented (not sure why)
- rna_Object_parent_type_itemf wasnt checking for context being NULL, needed for docs else it crashes.
- bpy.ops.add/remove didnt show up in a dir(bpy.ops)
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.
- Set View2D operators not to register, got in the way a lot with the console.
- Made autocomplete Ctrl+Enter so Tab can be used.
- Should work with python 2.5 now. (patch from Vilda)
- Moved report struct definitions into DNA_windowmanager_types.h, could also have DNA_report_types.h however the reports are not saved, its just needed so the report list can be used in the wmWindowManager struct. Fixes a crash reported by ZanQdo.
- Store the report message length in the report so calculating the total height including word wrap is not so slow.
* interactive console python console.
* display reports and filter types. defaults to operator display so you can see the python commands for tools as you use them,
eventually it should be possible to select commands and make macto/tools from them.
Example use of autocomp. b<tab>, bpy.<tab>, bpy.<tab>, bpy.data.<tab> etc.
basic instructions are printed when opening the console.
Details...
* Console exec and autocomp are done with operators written in python.
* added CTX_wm_reports() to get the global report list.
* The window manager had a report ListBase but reports have their own struct, switched to allocate and assign when initializing the WM since the type is not available in DNA.
* changed report types flags for easier display filtering.
* added report type RPT_OPERATOR
* logging operators also adds a python-syntax report into CTX_wm_reports() so they can be displayed in the console as well as calling a notifier for console to redraw.
* RnaAPI context.area.tag_redraw() to redraw the current area from a python operator.
Todo...
* better interactions with the console, scrolling, copy/paste.
* the text displayed doesnt load back.
* colors need to be themed.
* scroll limit needs to be a user pref.
* only tested with cmake and scons.
Render usability:
- Option back to render to imagewindow, or fullscreen.
The latter is default. Setting is stored in Scene.
- Added button in output panel, the option "to new window" will follow!
- F11 again toggles render view
(moved MS Windows "full screen" to shift+F11 for now)
I've gone through all the Animation Editor operators, making sure they send appropriate notifiers, and that these notifiers are handled.
* Added a separate category for animation-related notifiers, since the old-style ones attached to specific datatypes only was turning out to be not too feasible.
* For now, the focus has been on making sure that all Animation Editors update when there have been any potentially suitable changes at all. Later on, we can filter these more carefully to only take the ones we really need (for optimisation purposes)
* 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.
* 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.
* 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.
* Previous/Next Folder browser
* bugfix: "open most recently opened directory".
* Previous and Next functionalities:
- use BACKSPACE to navigate to previous folders
- use SHIFT+BACKSPACE to navigate forward
- once you change the folder by other ways the forward folder list is cleared
* bug fix: the sfile->params->dir set through ED_fileselect_set_params wasn't correct. According to the code taking the settings from the existing (previous) filebrowser is a temp solution. In that case this is a fix for a temp solution :)
(changes in: wm_event_system.c, filesel.c and ED_fileselect.h)
** Andrea(elubie): we can get away of the folderlist_clear_next test if we manually pass a boolean to file_change_dir (e.g. file_change_dir(sfile, true)). I tried not to mess up with your changes here. It's slightly slower (and maybe hacky) but its's more conservative IMHO.
(my first commit to 2.5 ... that was a good reason to put my paper on hold :p)
Image Window
* Unpack operator now works.
* Some small layout code tweaks.
Info Window Header
* Moved to python UI code.
* template_running_jobs, template_operator_search added.
* Ported external data operators: pack/unpack all, make
paths relative/absolute, find/report missing files.
Also
* Report RPT_INFO too, not only warnings and errors.
* Run UI handle functions after RNA and Operators.
* Rename particle system add/remove operators, to not
include "slot", that's only there for materials because
that's what they are called now in RNA.
* start of filebrowser RNA
* system files, bookmarks, etc. now nicely inside panels to allow collapsing etc.
* filebrowser header now defined in space_filebrowser.py
TODO:
* button type for bookmarks etc. not final yet, at least should get centered still. Suggestions welcome here.