利用者:Mindrones/Wiki/Proposals/2012/Reference/GUI
< 利用者:Mindrones | Wiki | Proposals | 2012 | Reference
GUI reference structure
For each existing editor, a list of its GUI elements, depending on the context.
{{#tree:id=guiref|openlevels=5|root=Blender GUI|
- APPLICATION
- WINDOW 1
- SCREENS (Animation, Compositing, Default, Game Logic, Scripting, UV Editing, Video Editing)
- AREAS
- EDITORS/SPACES (3DView, Graph, NLA, ...)
- SELECTION (Camera, Transform widgets, Curves, Handles, ...)
- MODE (Object, Sculpt, Reconstruction, Edit, ...)
- VIEW
- menus
- buttons
- shortcuts
- mouse actions
- widgets (transformation widgets, curve handles, curves, ...)
- HEADER
- menus
- buttons
- TOOLSHELF
- Panel A
- screenshot
- menus
- type (Pulldown, ID menu, Search, ...)
- position in the panel
- name/label
- tooltip
- shortcut
- possible values
- buttons
- type (Toggle, Expanding toggle, Radio, Checkbox, Layers, ...)
- position in the panel
- name/label
- tooltip
- shortcut
- possible values (hard/soft min/max, ...)
- Panel B
- Panel C
- Panel ...
- Panel A
- PROPERTIES
- Panel A
- screenshot
- menus
- type (Pulldown, ID menu, Search, ...)
- position in the panel
- name/label
- tooltip
- shortcut
- possible values
- buttons
- type (Toggles, Expanding toggle, Radio, Checkbox, Layers, ...)
- position in the panel
- name/label
- tooltip
- shortcut
- possible values (hard/soft min/max, ...)
- Panel B
- Panel C
- Panel ...
- Panel A
- VIEW
- MODE (Object, Sculpt, Reconstruction, Edit, ...)
- SELECTION (Camera, Transform widgets, Curves, Handles, ...)
- EDITORS/SPACES (3DView, Graph, NLA, ...)
- AREAS
- SCREENS (Animation, Compositing, Default, Game Logic, Scripting, UV Editing, Video Editing)
- WINDOW 2
- ...
- WINDOW 1
}}
GUI archetypes
For each GUI "archetype", we explain the usage not depending on the context.
Examples: how to collapse a panel, how to split a window, etc...
- Application
- Window
- Editor
- Toolbar
- Properties toolbar
- Header
- View
- Panel
- Button
- Input
- Menu
- Curves
- Handles
- ...
- ...
- ...
- ...
Mapping GUI item <-> operator
GUI items include buttons, menu entries, shortcuts, …
This will be done in the DB (mostly by auto-generating scripts).
Basically, an UI element can either fire an operator, or directly affect a property. If the later case is trivial, the former is a bit more trick, since a same operator can be used by different ui elements (e.g. different menu entries), with different parameters, and hence different effects!
So, for:
- GUI items editing a property:
- One-to-one simple mapping, nothing special here.
- GUI items firing an operator:
- They are further sub-classified depending on the values they pass to the operator.
GUI conventions
- How to add to a selection
- ...
- ...
TEMPORARY STUFF
/Areas/<Area type> (OLD NEEDS EDITITNG)
- /Header/<Editor>
- /Toolbar/<Editor>
- /View/<Editor> (in this page we put a USAGE text, a short guide to get quick results)
- /Keyboard
- /Mouse
- /Panels
- /view-specific elements
Example: 3D Area
/Areas
- /3D area
- /Header
- /Toolbar
- /Properties
- /View
- /Object Mode (contains USAGE text)
- /Keyboard
- /Mouse
- /view-specific elements
- /Edit Mode (contains USAGE text)
- /Keyboard
- /Mouse
- /view-specific elements
- /Sculpt Mode (contains USAGE text)
- /Keyboard
- /Mouse
- /view-specific elements
- /Vertex paint (contains USAGE text)
- /Keyboard
- /Mouse
- /view-specific elements
- /Texture paint (contains USAGE text)
- /Keyboard
- /Mouse
- /view-specific elements
- /Weight paint (contains USAGE text)
- /Keyboard
- /Mouse
- /view-specific elements
- /Object Mode (contains USAGE text)
etc...
Usage text example
TO CREATE AN ARRAY:
- .Select the objects to array.
- .Choose Modifiersファイル:Modifiers.jpg > Add modifierファイル:Add modifier.jpg > Array
- .Results are to be seen instantly in the viewport
- .Pressing ‘Apply’ wont let you work on the modifier in the future.