Animated screen! (unfinished, now only draws, no animation code yet).
Fun though to see it all work. :)
NOTE: Mac ghost has timer bug, the GHOST_ProcessEvents() doesnt wake
up for timers.
NOTE2: Added while loop in wm_window_process_events() to force Ghost
giving all events to Blender. Timers otherwise don't accumulate...
might be needed to fix in ghost too.
I tend to think to code own timer, this ghost stuff is totally different
per platform.
Enabled cool hidden feature from Brecht: "interactive" mode for buttons,
which executes button handling on each change.
Try sliding the current frame, or even: type in values there! Cooool! :)
Added 'header print' feature back.
ED_area_headerprint(ScrArea *sa, const char *str);
Give it a NULL string to disable the feature.
On each call it tags the header for redraw.
- 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.
- Bugfix: loading files should close running handlers and subwindows, gave
memory leaks that way.
- Bugfix: space image copy function didn't do curvemap
- Cleanup: moved view operators from view3d_select to view3d_view
- View3D: added ALT+B clipping operator. Note this needs a call to
the new function view3d_operator_needs_opengl(C) to ensure you
can use opengl functions. Event handling by default doesn't set
opengl per subwindow, it's also forbidden to draw then!
We might consider to tag operators that need opengl...
- Forgot to include creator.c fix for loading builtin vector font
* Unicode calls in bpy_idprop.c were causing linking errors here. Probably Py-libs for windows would need recompiling with unicode before we can enable this. For now, commented out the offending calls.
* Re-exposed relevant parts of anim_keyframing.c code that doesn't have external dependencies.
* Added get_active_posechannel() to blenkernel api for poses/posechannels to solve the only missing link I found. This should have been moved there ages ago!
"operator.ED_VIEW3D_OT_viewhome(center=1)" calls the operator, converting keyword args to properties.
Need a way to run scripts in the UI for useful testing.
Still need to deal with operator exceptions and verifying args against operator options.
Added temporary WM_operatortype_first() to allow python to return a list if available operators, can replace this with something better later (operator iterator?)
Moved time_ops.c contents to anim_ops.c, as the operators there are applicable to all other Animation Editors too. anim_ops.c will therefore contain all operators which will apply to all Animation Editors (i.e. change frame, frames/seconds display toggle, and soon Preview Range tools).
As such, added new global 'Animation' keymap like for View2D and Markers, which will ensure that these tools can be accessed in an uniform way across editors.
Note that the order that these things are added is important, as the Animation ones will often 'steal' events from the View2D and Markers ones if placed before the others. To prevent that, we'd need to be able to set boundboxes here...
Brought back the Filtering API for Animation Editors. This is the 'backbone' of the current Action/Dopesheet Editor code, so it is essential to have this working.
* Fixed current frame number drawing in Animation Editors, so that the little frame number indicator box gets shown (animsys2 feature).
* Made all Animation Editors draw markers and preview range
- View3D: selecting added. Note it nicely respects user preset, by using
the keymap define SELECTMOUSE.
- Added missing initialize of default vector font, so text draws.
* fix lost declaration and missing includes after blenlib cleanup.
* bump warning level to W3 for Debug in a few libraries for MSVC9 projectfiles. Others will follow.
- Ported over view3d header buttons.
Most of the options don't work :) but some do!
- Fixed makefiles for new animation module
- added icon definitions in resources to match current trunk.
DONE:
* moved almost all declarations from BLI_blenlib.h into their own proper header files.
* BLI_blenlib.h still includes all the declarations for convenience and to avoid changes in existing code
* split util.c into several files, where it wasn't done already
* DynamicList -> dynamiclist,
* ListBase -> listbase,
* String utility functions -> string.c
* removed a few unused macros and functions, if they're needed back, they're still in svn ;)
TODO:
* btempdir global
* further cleanup in the code of the different modules (especially util.c)
* Added new 'Animation' submodule under Editors. This will be used to house all code + features that are used by many different Animation Editors (Action/Dopesheet and IPO) as well as other parts of Blender.
* Added back some of the core code need by the Action/Dopesheet editor, which will also be used by IPO Editor.
* Brought back file for keyframing management code (i.e. keyframing.c), but there's still quite a lot of missing stuff that I'll need to restore, so in the meantime, it's #if 0'd out.
* Moved markers code to this new module (I'm not sure whether SVN will recognise this change, as TortoiseSVN doesn't seem to have any obvious copy/move commands)
- removed context usage, should not be in this module
- remove G.main usage, now is passed along
- still some globals in use here, goal is to get rid of those too,
so that it's possible to load/save blendfiles without having to
think about some global state.
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.
Compile fix; MAXFLOAT is not defined uniformly on platforms.
Note for the coders:
ED_types.h: has editor wide defines and structs
ED_util.h: has editor wide functions
Both includes also are containing old cruft to get things
to compile (and work), for later cleanup.
Drawing code for space_view3d module.
It's still not cleaned, have to check on context usage still.
Also missing is editmodes, armatures, and probably more.
Known issue: splitting to 2nd window gives bad opengl lighting.
Picture for fun:
http://www.blender.org/bf/rt2.jpg
Current stat: brought back almost 10k lines! :)
Merged 'backend' changes from AnimSys2. Many of these changes are necessary for the Dopesheet and other changes I'm currently still stabilising. Those will come in due course.
* rna_validate_identifier now checks identifiers are not python keywords such as if, and, from (builtins like max, object and sort are ok)
* rna_validate_identifier prints an error explaining why it fails
* renamed Struct's "from" to "base" - to point to the struct inherited from.
* renamed ImageUsers's "pass" and "layer" to "renderPass" and "renderLayer"
* use the identifier as the key for ENUM's (matching structs and properties)