Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
* added some new variables (mostly the same as with scons):
- USE_COCOA: use Cocoa for ghost (defaults to true)
- MACOSX_ARCHITECTURE: can be ppc, ppc64, i386, x86_64. By default this is the host architecture
(ppc for PowerPC Macs, i386 for Intel Macs). In theory this allows to cross compile blender for
a different architecture, though cross compilation only works on Intel Macs, because makesdna
and makesrna are built for the target architecture.
For a 64 bit build, set MACOSX_ARCHITECTURE to x86_64 (Intel) or ppc64 (PowerPC).
- MACOSX_MIN_VERS: minimum OS X version to run blender on (10.4 for 32 bit builds, 10.5 for 64 bit builds)
- MACOSX_DEPLOYMENT_TARGET: needed by the linker to create an Application targeted for a specific
OS version (defaults to 10.4 for 32 bit builds, 10.5 for 64 bit builds)
- MACOSX_SDK: path to a specific SDK. currently not used
- USE_QTKIT: use QTKit instead of QuickTime (defaults to true for 64 bit builds, as using QTKit
is mandatory in that case))
* use the same compiler flags as scons
* default compiler now is gcc-4.0 when building for 10.4 and gcc-4.2 when building for 10.5
* extract $(LCGDIR)/release/python_$(MACOSX_ARCHITECTURE).zip to Application bundle. This might
break building on 10.4, to fix that, rename $(LCGDIR)/release/python.zip
When compiling blender, only MACOSX_ARCHITECTURE might be of interest, as it allows doing 64 bit
builds (or 32 bit PowerPC builds on Intel). All other variables are then set to reasonable defaults.
For current users of the Makefile system, this commit shouldn't change much.
Note that With libsndfile also need libflac and libogg here (Linux), right
now I just add this two librarys to the NAN_SNDFILELIBS, but maybe
it's better split this ? (NAN_FLAC/NAN_OGG)
This add support for: sdl, ffmpeg, openal, jack and sndfile.
We have new options:
WITH_OPENAL, default false
WITH_JACK, default false
WITH_SNDFILE, default false
and with this:
NAN_OPENAL, default /usr
NAN_JACK, default /usr
NAN_JACKCFLAGS, default -I$(NAN_JACK)/include/jack
NAN_JACKLIBS, default $(NAN_JACK)/lib/libjack.a
NAN_SNDFILE, default /usr
NAN_SNDFILECFLAGS, default -I$(NAN_SNDFILE)/include
NAN_SNDFILELIBS, default $(NAN_SNDFILE)/lib/libsndfile.
Also add two new option on source/Makefile for jack and sndfile libs,
but only for linux, so let me know for other OS.
I rename the original makefile of lzo (Makefile.bak) and a new one.
Also four new option for user-def.mk:
WITH_LZO, default true
WITH_LZMA, default true
NAN_LZO, default extern/lzo
NAN_LZMA, default extern/lzma
It's easy add support for system libs (using lzo and lzma from OS) but I don't
know if it have much sense.
Note that I can't test the "unsigned char" buffer because the OGL animation
is not working (right ?), but is the same code that for float also the new
Makefile work fine here (Linux), but maybe need some tweak on other OS.
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this.
* removed deprecated solid physics library, sumo integrations and qhull, a dependency
* removed ODE, was no longer being build or supported
* remove BEOS and AMIGA defines and references in Makefiles.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
1) Remove WITH_FREETYPE2 from code, so now blender always need freetype2
2) Remove the old bmfont
3) Remove ftfont and bFTGL library
4) Implement a new BLF_draw_default function for place that still need/use
the old BMF api.
I try to update both, scons and cmake, but I only can test with make, so
hope all work fine.
MSVC is broken, but I don't have Windows, things to search and fix are
any reference to WITH_FREETYPE2, FTGL and BMFONT (take in care that
blenkernel also have a BKE_bmfont.h, this don't have anything to do with bmfont).
Always have to link/include the freetype2 library
Remove any reference to libbmfont
Remove any reference to libftfont
Remove any reference to libbftgl (or libbFTGL)
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
- remove Verse support. This will be brought back in The Future (probably jiri + me)
This means 5k lines less in blenkernel.
- fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
to compile blender with gcc on IRIX, IRIX_USE_GCC needs to be set to true in
user-def.mk.
Other changes related to irix:
* compile solid from extern/
* don't build plugins (yet) with "make release" when using gcc (the shell
script used assumes MIPSpro is installed)
* use statvfs instead of statfs on irix, like done on solaris
* use external libs from $(LCGDIR) instead of /usr/freeware
* use glew header files from $(LCGDIR)/glew instead of the ones installed on
the system (this applies to other platforms as well)
* ffmpeg support currently is disabled on irix
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
GLEW
====
Added the GLEW opengl extension library into extern/, always compiled
into Blender now. This is much nicer than doing this kind of extension
management manually, and will be used in the game engine, for GLSL, and
other opengl extensions.
* According to the GLEW website it works on Windows, Linux, Mac OS X,
FreeBSD, Irix, and Solaris. There might still be platform specific
issues due to this commit, so let me know and I'll look into it.
* This means also that all extensions will now always be compiled in,
regardless of the glext.h on the platform where compilation happens.
Game Engine
===========
Refactoring of the use of opengl extensions and other drawing code
in the game engine, and cleaning up some hacks related to GLSL
integration. These changes will be merged into trunk too after this.
The game engine graphics demos & apricot level survived my tests,
but this could use some good testing of course.
For users: please test with the options "Generate Display Lists" and
"Vertex Arrays" enabled, these should be the fastest and are supposed
to be "unreliable", but if that's the case that's probably due to bugs
that can be fixed.
* The game engine now also uses GLEW for extensions, replacing the
custom opengl extensions code that was there. Removes a lot of
#ifdef's, but the runtime checks stay of course.
* Removed the WITHOUT_GLEXT environment variable. This was added to
work around a specific bug and only disabled multitexturing anyway.
It might also have caused a slowdown since it was retrieving the
environment variable for every vertex in immediate mode (bug #13680).
* Refactored the code to allow drawing skinned meshes with vertex
arrays too, removing some specific immediate mode drawing functions
for this that only did extra normal calculation. Now it always splits
vertices of flat faces instead.
* Refactored normal recalculation with some minor optimizations,
required for the above change.
* Removed some outdated code behind the __NLA_OLDDEFORM #ifdef.
* Fixed various bugs in setting of multitexture coordinates and vertex
attributes for vertex arrays. These were not being enabled/disabled
correct according to the opengl spec, leading to crashes. Also tangent
attributes used an immediate mode call for vertex arrays, which can't
work.
* Fixed use of uninitialized variable in RAS_TexVert.
* Exporting skinned meshes was doing O(n^2) lookups for vertices and
deform weights, now uses same trick as regular meshes.
Now you can do one of the following to disable it:
export NAN_NO_PLUGIN=true
export WITH_BF_WEBPLUGIN=false
or
export WITH_BF_WEBPLUGIN=true to enable building it.
(Its set to false by default)
Kent
[#7113] GE crash pressing as soon as P on 64 bit
Note: glext.h has been removed from the source
If you get errors compiling with it you have 2 options
download/install glext.h (preferred method)
or set WITH_BF_GLEXT=false
If your a user and having problems with game engine try
setting the env var: WITHOUT_GLEXT 1
Kent