* 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)
Drawing and viewing code for view3d back (no not objects :).
Quick test: converted 2250 ugly lines of code in 2.5 hours.
With about 300k lines todo, this will be 333 hours = 30 days? Whoa!
- WM subwindows now get freed on every ED_region_exit(). Was not
a leak, but it's cleaner this way (and saves some kilobytes!).
- fixed debug print for operators (on blender -d) to print correct
subwindow id.
* Added flags to View2D to specify whether the view should have pixel offsets applied (this is able to be specified per axis, just in case the need arises). Currently, this is only used for headers, where the UI elements were not as smooth + round as they could be
* Fixed IPO/Action/NLA so that new instance will show channel lists by default and with scrollers
* Fixed Outliner zoom-in/out on changing windowsize. I didn't notice this on my previous custom .B.blend file, but the problem was apparent in the default setup.
bpydoc.structs.keys() - ['Actuator', 'ActuatorSensor', 'AlwaysSensor', 'AndController'.... etc
now reads...
bpydoc.structs.keys() - ['Actuator', 'Actuator Sensor', 'Always Sensor', 'And Controller'...
This is more correct since an identifier is supposted to be unique when a name might not be.
Context API
This adds the context API as described here. The main practical change
now is that C is not longer directly accessible but has to be accessed
through accessor functions. This basically adds the implementation of
the API and adaption of existing code with some minor changes. The next
task of course is to actually use this design to cleanup of bad level
calls and global access, in blenkernel, blenloader.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Context
Error, Warning and Debug Info Reporting
This adds the error reporting API as described here. It should help
clean up error() calls in non-ui code, but eventually can become used
for gathering messages for a console window, and throwing exceptions
in python scripts when an error happens executing something.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Reports
Added screen-set notifier. Works for arrow keys now. For those who
know the messy old code, admire the simple 2-function call method
now :) Only context setting is messy a bit, that'll be solved.
Also: removed redundant code, and move freeing window handlers up
one level; windows can keep their handlers while screen switches.
Small commit, too much fun to not do separately:
- removed notifier restriction to go only to own window, so multiwindow
setups redraw correctly. (when other windows show other scenes we have
to handle still).
- fixed cursor type outside of window (got stuck to area-move cursor).
- Made a nice generic 'OK confirm' implementation for operators.
Just use in operator type definition this line:
ot->invoke= WM_operator_confirm;
It will autmatically use operator name for asking OK. It will
also use properties (if set before).
Note for Brecht: the test okee_operator() you coded could better not
be used in operators themselves.
In future we can also add menus that get automatically generated
based on operator properties. Like 'add constraint' showing the
constraint types.
- Added this confirm call for most of the keys you'd expect it for.
(user settings, delete marker, rip area, split region, etc).
- Cleanup: moved ed_markers.c to the util/ directory, it doesnt belong
in space_time. Also made separate function for the marker keymap
definition.
- removed ancient redraw notifier from ghost event level (every key
press gave full screen draw)
Now, preset view configurations are only to be used if they define all (scrollers not included) relevant settings for the view they are set for. This should be less confusing than in the previous situation with V2D_COMMONVIEW_TIMELINE stuff.
One implication of this though, is that all Animation Editors (for example), will have to define their own version of the relatively commonly shared info. However, given the great diversity in the range of settings each have, this should not be too much of an issue.
Also, added a 'standard' view config for main 'window' regions. At this stage, it is recommended that this view config should be used only as a placeholder template on which a set of custom settings could be based. I've put it into use for the buttons window/scripts window/info window so far.
* Added support for defining properties for operator buttons, with
uiButGetOperatorPtrRNA. Needed to cleanup a hack that was there
for operator properties in RNA, now a separate OperatorProperties
type is used for storing operator properties, instead of being part
of the Operator type itself.
* Allow selecting menu items with mouse release instead of press again.
* Fix some cases with hanging tooltips in the UI.