* Added more DNA_color_types.h, starting from patch by Sebastian Skejø.
What's missing is write access to some things like point location,
hard to retrieve the CurveMapping for proper update still..
* Added all datablocks as ID pointer in Main already, now only have to
change the type from ID to the specific type. Also added filename
to Main, which is basically the only non-internal property.
* Fixed setting shadow buffers size in lamps, also ensured it to be a
multiple of 16.
* Fix sensor data pointer code, also made sensor type non editable,
would need to do more work than just setting the type.
* Fix a fairly obscure bug related to inheritance and sorting.
* Complete DNA_ID.h wrapping, just a few extra properties and the
Library struct, most of this is internal.
- 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...
* Added more lamp properties. (patch by Michael Fox)
* Fix a number of warnings in the RNA code.
* Converted DOS line endings to UNIX.
* Added some information on defining ID structs, and fixed use
of "ID" inheritance for some non-ID structs.
* Added text on naming conventions to the RNA documentation, and
applied it to the current code.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNA#Naming_Conventions
* Matches the C/RNA api structure
* Thin wrapper ~(600 lines)
* No functions specific to any blender object type.
* Defines 2 types, BPy_StructRNA and BPy_PropertyRNA.
* Python 3.0 target (compatible with python 2.4,5,6)
* http://wiki.blender.org/index.php/BlenderDev/Blender2.5/PyRNA - continue docs/discussion here.
Todo
* Collection iterators
* Write access to data
* Define how constants should be accessed (as strings or some special type)
* Solve the "Python keeping invalid blender pointers" problem.
This cant just be solved in the py api - we need blender to notify when ID's are removed
Examples
Here are some examples that work with the current implementation of the api.
rna.lamps["Lamp.006"].energy -> (1.0)
rna.lamps["Lamp.007"].shadow -> ("NOSHADOW")
rna.materials.keys() -> ['flyingsquirrel_eye', 'frankie_skin', 'frankie_theeth']
rna.scenes["hud"].objects["num_text_p2_4"].data.novnormalflip -> False
rna.meshes["mymesh"].uv_layers.keys() -> ['UVTex', 'UVTex']
rna.meshes.items()
For a dump of yo-frankie level see - http://pasteall.org/3294/python
Notes
* Added python back, can only execute scripts from the command line with -P script.py
* bpy_interface.c is just enough functionality to run a python file.
had more windows, it left the non-active windows empty. The window-match
code is unfinished (need to bring all editors back), for now it just
follows rule to copy active screen in loaded file to other windows.
Also: added time marker icons (wrong location, view2d stuff still)
Also: bug in random green/purple area code, stopped at 10 subwindows :)
Since we'll reshuffle a lot in UI code, making new Screens totally
incompatible, this patch saves the Screen chunk in Blender files
with a new identifier (ID_SCRN), causing it to be not read in old
Blender binaries. Pre-2.50 blender already has a facility to recover
from this (it keeps old UI), including for .B.blends (it opens
default simple screen)
For the latter reason, it might be advisable to have the .B.blend
for 2.50+ saved as another name? Then you can use both for while.
(Note: commit is just 3 lines of code, other files are comments I
added for documentation of other stuff)
* Made auto collection wrapping work for ** arrays.
(Mesh.mats, still points to ID since there is no Material yet).
* Added sorting of RNA structs/properties before writing.
Part 3/3: new icons
- Icon set done by jendrzych! Great job!
- cleaned up unnecessary includes and removed commented out code
- preview icons (for materials, textures,..) don't work yet, have to be ported to new event system
- Added markers (partially) back, ed_markers.c (temporary in spacetime,
where to put general stuff like this?), and added ED_markers.h for api.
- Mkey in timewindow shows marker (no icon, doesnt work yet).
(Adding operators gets easy :)
- Noted some conflict for operator storage... with markers being used all
over, added it to the screen level.
- More todos: view2d is stored in space, for time, etc. With regions we
could move this over, but better todo as post 2.5 project. Multiple 2d
views in area would be cool though.
* Disable editable pointers for now, difficult to support well.
* Swap parameters in RNA_access.h functions to make it more
consistent.
* Rename rna members for operators to wmOperatorType.srna, and
wmOperator.ptr, to make the distincton a bit clearer.
• Removed the RNA_int_default and similar functions, they're too
confusing. RNA_property_is_set can still be used to achieve
the same goal.
* Add functions to create RNA pointers.
Some example code for RNA data access and operator properties:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNAExampleCode
* Wrap most user editable data in DNA_mesh_types.h and DNA_meshdata_types.h.
Still needs to be improved in some areas though, especially how to deal
with data layers (expose per element or as array, or both?), and data in
face corners (bmesh type data structures are more logical here).
Tweaks to RNA defining to make some cases easier:
* Added range callback function for int/float.
* Added 'skip' callback for listbase and array iterators to skip items in
the collection.
* Extra error print when calling wrong define_property_*_sdna functions.
* Also made button code respect non_editable flag, is quick change though,
need to add support for properly graying out etc.
- 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)
* Added RNA for operators. This still uses ID properties internally,
but through the RNA API now. The OP_get/set_* API that was used is
replaced by the RNA API. Currently RNA properties for operators are
defined at runtime since it means operator registration can be done
in a single function.
* Changed the existing operators to use this system, I haven't defined
user interface names yet though. I also think there need to be some
conventions on which properties to expose to make these operators
usable in macros, for example if mouse coordinates should be stored
or not.
* When using ID properties through defined RNA properties, it now
checks that the ID property actually matches the RNA property and
removes/overwrites it otherwise. This ensures that you can safely
get/set arrays for example without having to worry that some
external thing may have changed the length.
* Documentation now has some information on RNA + ID properties.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNA
* More ID property support. What was already possible was showing
ID properties as RNA properties. Now it is possible to define
RNA properties and have an ID property automatically created the
first time it is set (if not set it retuns the default).
* Added support for defining RNA structs and properties at runtime.
This is useful for python and plugins, and could also be used
for operators, not sure yet what is best there, they could be done
in preprocess for speed, but not sure how to do that while keeping
operator registration a single function.
* Added quick functions to get/set properties based on names, to be
used for operators.
* Added some simple support for inheritance, was already doing this
but having it as a feature simplifies things. Two things were added
for this: when defining a struct you can give a 'from' struct whose
properties will be copied, and structs like ID, operator, modifier,
can define a refine callback that will return the more specific type
of the struct like ID -> Object, Mesh, .. .
* Added simple windowmanager wrap with only the registered operators
list, used for testing RNA for operators.
- operator definitions, callbacks, registry to WM and handlers for it are
now always in a file xxxx_ops.c or xxxx_operators.c, in the bottom you
will find the registry and handler code.
- fixed some confusing naming conventions "rip_area vs area_join" etc. Now
stick to convention to first name subject, then operation (like UI :).
So it's area_rip, screen_add, and so on.
- Nicely put exported calls (outside module) together in bottom: this using
names such as ED_screen_duplicate().
- Moved Operator-Property API to new C file.
- 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.
- moved from WM to Screen code (it uses active area)
- less code :) result of cleaning some calls
- added WM_window_open() to WM API for this
- now opens new window on top of area, and leaves old screen unaffected
(simple, atomic, the 'do not think for user' convention :)
* Added start of lamp wrapping (code by Michael Fox).
* Add back Object.data, was crashing with unknown data type.
* Added support for using consecutive variables like float r, g, b;
as an array without writing a manual get/set function.
* Also note the RNA documentation is updated now to be more
about how to define RNA and use it, including some diagrams.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNA
- cleaned up join and split operations. Most noticable is operator callback
design, which should make a design based on user-less exec() first, then
wrap invoke() and modal() around it. The exec() should be callable with
only Context and properties.
- split now works again; and inversed as previously, if you drag from a
triangle (action zone) inside area it subdivides area as expected.
- dragging from triangle outside area, over an edge, joins areas
- split has been simplified, it had too many options... it could just work
simpler (now)
- 'action zone' now is an operator itself, a widget sending an ACTIONZONE event,
which can be handled by others (so other gestures can be added in action zone
too)
Still evaluating:
- context gets set where?
- code structure confuses... what are proper functions for operators?
- what is WM... should low level screen stuff more there?
- when do you send event, notifier?
- files grow to large, will clean
Oh yeah and docs, docs, docs. Coming! :)
* Added support for ID properties, mapped as follows:
* IDP Int = RNA Int
* IDP Float, Double = RNA Float
* IDP_String = RNA String
* IDP Group = RNA IDPropertyGroup Struct
* IDP_Array = RNA Array
* PropertyRNA and StructRNA are now defined private for the module,
to force external code to always use accessor functions.
* Rename cname to identifier.
* Rename PropertyEnumItem to EnumPropertyItem.
* Wrapped min/max/step/precision, pointer type for RNA.
* Draw FLT_MAX a bit better in buttons.
* Added RNA list viewer. This is currently drawn in the outliner
window, the UI is limited but it is just intended to test RNA
at the moment.
* Added UI names for currently wrapped properties.
* Made iterating collections a bit more convenient.
* Added accessor functions for structs and properties instead of
direct access, in preparation of wrapping ID properties.
* Added more error prints for wrong defines.
* Wrap RNA data structures with RNA.
* Disable dependency code for now to avoid confusion.