Commit Graph

21 Commits

Author SHA1 Message Date
Dalai Felinto
7c25f16f1a Fullscreen Editor (new fullscreen mode for clean UI)
Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI

* Maximize Editor: (old Ctrl+Up)
* Full Screen Window: (old Alt + F11)
* Full Screen Editor: new operator (Alt + F10)
* Change Show/Hide Header: (Alt + F9)

When the mode is on moving the mouse near the top right corner of the
editor shows an icon to go back to the normal editor mode.

This was originally intended for the multiview branch, but this
functionality also benefits non-stereo workflows, thus it can be
reviewed and committed independently.

Development notes:
* This includes cleanups in the code to sanitize the naming of
  fullscreen/maximize across the window/editor code.

* Originally the idea was to make the window fullscreen as well, but
  this idea was dropped.

* You can see the clicking area when debug is 1

* Technically the user can be left with an unfaded icon in the corner
  (specially when using a tablet). If we think this is too bad we can
  increase the action zone to be the whole screen, or something similar.

Reviewers: campbellbarton [1], ton [2], fsiddi [2]

[1] actual code review
[2] design review

Differential Revision: https://developer.blender.org/D678
2014-10-14 15:11:41 -03:00
Campbell Barton
a71f072f9c UI: Replace +/- menus with collapsible ones
Patch D160, by Scott Petrovic with  own modifications.
2014-01-27 18:42:11 +11:00
Thomas Dinges
83b5d7d2cd Editors UI:
* Add "Toggle Full Screen" and "Duplicate Area into New Window" operators to the view menu, was missing in those 2 operators. Patch [#33076] by Harley Acheson, thanks.

* Also moved those two operators to the top in text editor, for consistency.
2012-11-04 18:26:30 +00:00
Sergey Sharybin
bbff6787bc Fix #30132: "Add Game Property" works incorrect after "Add Text Game Property"
Issues was caused by operator props "presets" which was reusing name of property
on every run of OBJECT_OT_game_property_new. This run into conflict with how text
property is determining -- it's stupid name comparsion which worked unexpectable
after adding and removing text property.

Solved by using empty (default) name for game_property_new when crating game property.
2012-02-12 10:23:06 +00:00
Campbell Barton
1f74789d12 Correct mathutils documentation, also correct some python spelling errors and add makefile target check_spelling 2012-02-08 04:37:37 +00:00
Campbell Barton
201890d4bb disable toggle option for BGE boolean property, not sure why this was set. 2012-01-26 01:46:16 +00:00
Dalai Felinto
6bd8097765 ui typo + small fix
Blender internally deals with Font Objects, but as far as the user is concerned they are Text Objects.
Which, btw, makes me wonder why we have an 'F' as the logo for Text objects, and why the ob.type is 'FONT' in python

(I guess it's a Font Data for a Text object)
2012-01-09 20:13:03 +00:00
Dalai Felinto
d560b33f74 logic editor ui adjustment, all gameprop types are replaced by the ob.data.body (not only Text) 2012-01-05 08:08:58 +00:00
Campbell Barton
cda279b525 edit on recent font UI changes.
don't show the text objects body in the ui - this could be pages of text and even though it only draws part of this, it still allocates and frees the string on every draw.
2012-01-05 06:12:26 +00:00
Campbell Barton
e039a631a9 add bpy collection method .find(key), so you can get the index of an item in a collection, -1 if not found.
use this to replace bge text ui py function.
2012-01-05 06:05:45 +00:00
Dalai Felinto
be025ea319 This patch creates an interface for ["Text"] properties in Font objects.
Interface:
http://www.pasteall.org/pic/show.php?id=23785

Simple test file:
http://www.pasteall.org/blend/10616
(I'll commit this to the text suite later)

Code Explanation:
---------------
(1) it adds a toggle to add/remove a "Text" gameproperty.
 - internally this property is just another game property (so we can find it within the game.properties lookup).
 - the property itself has no 'value', the interface shows the content of ob.data.body instead (why? because gameproperties are per object, while the text is per data).

(2) at BGE converter time it sets the current value of the object.data.body to the ["Text"] property.

(3) if you change object.text (bge text property) it automatically convert ["Text"] to a CStringValue.

*** that means if the original property was a CIntegerValue, it will be converted to CStringValue forever ***

* the only to do I can think of is to add a warning at doversion time if user has ["Text"] property for a Font object *
* when that happens we print a warning in console/popup.*
2012-01-04 21:40:00 +00:00
Dalai Felinto
32b23b9f74 Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting

[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]


Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593

36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)

37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.

37157:
Making the bake options available in Blender Game

37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)

37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.

[37517: committed previously]

37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API

39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]

40552: space_logic.py (* fixed an error in space_logic.py *)

40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me



########################################################
code left behind (to be included in next commit):
########################################################
		{
			/* Initialize default values for collision masks */
			Object *ob;
			for(ob=main->object.first; ob; ob=ob->id.next)
				ob->col_group = ob->col_mask = 1;
		}
2011-12-20 03:11:56 +00:00
Campbell Barton
fda2045150 correct spelling errors in comments 2011-10-17 06:58:07 +00:00
Campbell Barton
f4c56a879d remove use of gettext: _("...") style translation now its handled by rna. 2011-09-21 15:18:38 +00:00
Sergey Sharybin
0eda51f2ea Fixing issues with i18n stuff:
- Make gettext stuff draw-time. so switching between languages
  can happens without restart now.
- Added option to translate visible interface (menus, buttons, labels)
  and tooltips. Now it's possible to have english UI and localized tooltips.
- Clean-up sources, do not use gettext stuff for things which can be
  collected with RNA.
- Fix issues with windows 64bit and ru_RU locale on my desktop
  (it was codepage issue).
- Added operator "Get Messages" which generates new text block with
  with all strings collected from RNA.
- Changed script for updating blender.pot so now it appends
  messages collected from rna to automatically gathered messages.
  To update .pot you have to re-generate messages.txt using "Get Messages"
  operator and then run update_pot script.
- Clean up old translation stuff which wasn't used and most probably
  wouldn't be used.
- Return back "International Fonts" option, so if it's disabled, no
  gettext lookups happens on draw.
- Merged read_homefile function back. No need in splitting it.

TODO:
- Custom fonts and font size.
  Current font isn't nice at least for russian locale, it's
  difficult to read it.
- Put references to messages.txt so gettext can merge translation when
  name/description of some property changes.
2011-09-15 13:20:18 +00:00
Xiao Xiangquan
981f7fcd0d merge with trunk r39834 2011-09-01 15:08:32 +00:00
Thomas Dinges
65d9d2e3e0 2.6 UI Files:
* Code cleanup in the space_*.py files.
* Removed layout.column() statement in _MT_ panels, they are useless.
* Only define variables at the beginning of a function!
2011-08-13 17:52:13 +00:00
Campbell Barton
b374ab919a import common classes from bpy.types, saves ~1000 python getattrs on startup. 2011-08-12 06:57:00 +00:00
Xiao Xiangquan
470a5017fb complete space outliner, space node, space nla, etc. 2011-07-13 14:41:12 +00:00
Campbell Barton
265cdf29fb fix [#26754] Live Edit and Editing UI scripts don't work 2011-04-04 10:13:04 +00:00
Campbell Barton
2e6a02438e move script directories for internal blender scripts.
ui/ --> startup/bl_ui
op/ --> startup/bl_operators

scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too.

~/.blender/2.56/scripts/startup works for auto-loading scripts too.
2011-03-21 12:35:49 +00:00