[Bf-committers] TableGUI - BUI -- update 20140109
hewi at jupama.org
hewi at jupama.org
Thu Jan 9 23:25:05 CET 2014
@Felipe Ferreira da Silva
Basically, all issues I have encountered so far with the Blender interface
are able to be resolved with the BUI. I just need to find the time to
summerise them all and 'solve' them. One example is "The grease pencil
tool" on the blender artists forum:
http://blenderartists.org/forum/showthread.php?323319-Grease-Pencil-Tool-Workflow
in reply to the developer thread: https://developer.blender.org/T37601
Thanks so much for the coding of the TableGUI, I tried to go through your
code but it is already a vast repository, just to align thoughts here: the
core idea of the BUI code is this
int main(int argc, const char **argv){
run_BUI(argc, argv); /* which will give you the basic screen layout */
plugin_Python(argc, argv); /* embed python for the interface functions
to draw all of the menus and buttons and ... */
plugin_Blender(argc, argv);
return EXIT_SUCCESS;
}
Is this something that will be possible to be implemented with your TableGUI?
@Arnaud: thanks for checking the TableGUI code
Because I want to base the BUI on Blenders Interface priciples and designs
(so yes the screen splitting functionality needs to be implemented), I
need to know how the Blender source is structured to establish this . This
means, unfortunatelly, traversing all the structs and enums and function
pointers and circular dependencies and #defines and all ... I am currently
@dna_screen_types.h->typedef struct ScrArea->char
spacetype->functionPointers->void (*free)(struct SpaceLink *); pffffff,
When the BUI is running, this knowledge will be handy anyway to be able to
plug blender in, but still, pffffff
next up: function pointers redeclaration
kindest regards
Hewi
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