API, added support for return values for RNA_function_call_direct and completed the code. Didn't test it though.
Returns works exact the same way as other parameters for format strings except you put a R in front of it. For instance for a function that accepts two vectors and returns a vector you use a format like "f[4]f[4]Rf[4]".
I'm thinking about allowing arbitrary white space in the format string (or use comas as separators) to make it more readable.
The return format *must* always come last and of course the corresponding argument you pass to the function has to be a pointer so that it can be filled with the return value.
Committing quick RNA function calling RNA_function_call_direct* functions set à la fprintf.
It works like this (with ptr being an RNA pointer to some ID):
RNA_function_call_direct_lookup(ptr, "rename", "s", "MyCamera");
the format specifier would not be strictly needed but I prefer to keep this as it gives nice error handling in case some RNA function changes.
Format strings are very easy and similar to python ones:
"b" for booleans
"i" for integers
"f" for floats
"s" for strings
"e" for enums (using int values)
"O" for pointers (using O as in py, we can change to P)
"N" special NULL parameter, valid to skip optional parameters
For bools, ints and floats you can use a special format specifier with [n] where n is the size of an array of that type. For instance "f[4]" to set a location/vector (it expects a pointer to float* holding the array).
Return values still have to be implemented.
Also I know the name is a bit long maybe we can cut it up at RNA_call_direct or simply RNA_call.
* Invalid drivers are now tagged accordingly and are not evaluated until they are manually refreshed using the 'Update Dependencies' button
* Drivers with errors have a error warning shown in their UI
* Rearranged the UI buttons a bit for drivers, adding support for a 'remove' driver button.
this means it caches the compiled pyc files after importing fro the first time.
My times for importing 501 buttons_objects.py files were.
- running each as a script 1.9sec
- importing for the first time 1.8sec
- importing a second time (using pyc files) 0.57sec
Also added "bpy" to sys.modules so it can be imported.
* Added very basic loading of .py files on startup to define panels.
It now executes all .py files in .blender/ui on startup. Right now
this contains the object buttons, the C code for it is commented out.
These files should get embedded in the blender executable as well
eventually, that's a bit more complicated so this works for now.
* For scons and cmake it seems to copy & find the files OK, for make
only "make release" works (same with scripts/ folder it seems).
* Added BLI_gethome_folder function in BLI_util.h. This is adapted
from bpy_gethome, and gives the path to a folder in .blender like
scripts or ui.
There's plenty of things to figure out here about paths, embedding,
caching, user configs ...
* Template slots are no longer specified per item, but are
a state now, set with uiTemplateSlot.
* Some renaming of Layout functions for consistency.
* Fix for roundbox in stack template, now is always behind
the other buttons.
* Improved python API for layout:
http://www.pasteall.org/5008/python
* Added REQUIRED flag for function parameters.
* Made dupliframes/verts/faces/groups an enum, and make it editable.
* Enum bitflags were broken, fixed.
- Most mesh particle effectors can now have their effection point taken per particle as the nearest point on the mesh surface.
- This is activated with the "surface" button in the effector field panel.
- Activating the option adds a "surface" entry to the modifier stack where the state of the mesh is read from.
For an example of usage see http://www.youtube.com/watch?v=3XkO1EAmJks.
Quick hack to enable zoom in buttons window again.
It uses bad old conventions for fixed panel width still, view2d has
to be tweaked for new system. But, it shows layout to work. :)
Grand cleanup:
- removal of FTF and ftfont dir
- removal of text.c which wrapped it
- wrapped old text drawing code temporarily, need to decide how 'style'
will behave per editor when you draw strings outside interface code....
wouldn't be very useful to set fonts locally all over?
Nicer implementation of blurred font draw, moved to blenfont
module. Set it with BLF_blur(value). Current kernels implemented
are 3 and 5 only. Blenfont module can extend this once.
More font style work;
- hooked up almost all ui buttons code to new font
system, including text clipping
- panel headers scale now too to smaller fonts
- added further style hints, for shadow/emboss. Is all going to
be in UI designer control!
- for fun; changed layout engine to spread vertical buttons in
window width
Next: removal of all usage of old font system, using 'styles'.
Will also move font blurring to blenfont module.
* Widgets now get coloured when driven. The colour used is debatable, but I've just set it to a purplish colour so that it's easy to distinguish from animated/keyframes/highlight colours.
* New drivers are given generator F-Curve modifiers by default so that they at least show up in the view.
Drivers can now be Added/Removed from buttons using the D/Alt-D hotkeys, and also through the menu. Driver settings (i.e. the target) are not set by default. To set those, go to the Graph Editor (see notes).
Notes:
* Buildsystem maintainers - I've added a new file "editors/animation/drivers.c"
* Widget colours for the driven-setting indications are needed
* To see the new drivers, go into Graph Editor -> "Drivers" mode. Currently, there's a little bug there which prevents editing of the new drivers.
* Fixed a few typos in the code
* Switched the meaning of the Ctrl and Alt modifiers when selecting keyframes.
- Ctrl is now select all keyframes on one side of time cursor
- Alt is now select all keyframes at same time as a particular keyframe.
TODO:
While testing these changes, I've found that this column-select is not working yet as the tolerances are too low. This will be rectified soon.
DNA_texture_types almost finished, missing still plugin type.
I noticed many texture share the same noise settings maybe this can be grouped into a common function.
Also testing out first commit.
WIP commit for UI drawing.
- Hooked up Diego's new Font API
- Added Style definitions for fonts, currently it uses
a different font for panel titles to show it.
- Styles are in Userdef now too, still not finished
- Userdef "DPI" will offer global control over font size,
to match monitor size/resolution. It's meant to scale
widgets and headers too btw, later.
- Lots of code removed for old fonts, but that's unfinished.
On todo: too much to mention, will continue happily tomorrow!
Since adding a new type gives quite a lot of extra boiler plate functions.
Return PyCFunction's main disadvantage is it does not have a uniqie name when you print it.
- added keyboard senser attribute "events" to replace getEventList()
- fix 2 memory leaks in the python api (was making a list but not returning it)
- setting readonly attributes didnt give a good error message.
Fixed the problems with using uninitialised vars in the calls for inserting keyframes from buttons. Oldstyle buttons (i.e. those without any RNA links, such as the 3D-View header buttons) would crash otherwise.
- multi-line strings for bitmap text
- keyboard sensor now logs return and pad enter as "\n"
BGE std::vector use in Value.cpp and RAS_MaterialBucket.cpp
The size of a new list is known before making them, reduce re-allocs, though probably not a noticeable speedup.
* Collapse selected channels should now work for most channels. It still doesn't work for Action Groups for some reason...
* Objects are now deemed to only be selected in Animation Editors if the are selected (i.e. if they are active but not selected, they are no longer considered to be selected)
* Outliner updates when scrubbing the TimeLine. As a consequence, anim playback with an Outliner open is a bit slower now.