Mousewheel for everyone !
Moderators: jesterKing, stiv
Mousewheel for everyone !
Because i really *love* the mousewheel functionality in Blender
i want to share this feature with everybody before the official
cvs is ready.
Here is a description on how to set it up:
http://www.captainvideo.nl/rob/wheelpatch.txt
Good Luck,
Rob
i want to share this feature with everybody before the official
cvs is ready.
Here is a description on how to set it up:
http://www.captainvideo.nl/rob/wheelpatch.txt
Good Luck,
Rob
Hi Rob,
This is very cool -- I have added some extra support
and I just want to make sure this doesn't conflict
with any additional extensions you have done or are
planning
3D windows:
Shift-mousewheel: scroll up/down
Ctrl-mousewheel: scroll left/right
Alt-Shift-mousewheel: rotate up/down
Alt-Ctrl-mousewheel: rotate left/right
2D windows (Ipo, action,etc):
mousewheel: zoom
Shift-mousewheel: scroll up/down (not finished)
Ctrl-mousewheel: scroll left/right (not finished)
Alt-Shift-mousewheel: zoom y only
Alt-Ctrl-mousewheel: zoom x only
Thanks for making the mousewheel support!
Please let me know if any of this conflicts
with your work.
Chris
This is very cool -- I have added some extra support
and I just want to make sure this doesn't conflict
with any additional extensions you have done or are
planning
3D windows:
Shift-mousewheel: scroll up/down
Ctrl-mousewheel: scroll left/right
Alt-Shift-mousewheel: rotate up/down
Alt-Ctrl-mousewheel: rotate left/right
2D windows (Ipo, action,etc):
mousewheel: zoom
Shift-mousewheel: scroll up/down (not finished)
Ctrl-mousewheel: scroll left/right (not finished)
Alt-Shift-mousewheel: zoom y only
Alt-Ctrl-mousewheel: zoom x only
Thanks for making the mousewheel support!
Please let me know if any of this conflicts
with your work.
Chris
Hey Hos,
Thank you for adapting and enhancing the mousewheel support.
I didn't make any new changes to the wheelpatch so your work
is very welcome.
Maybe you/we can come up with an official patch and submit it
to the cvs moderators. It would be nice if this feature got
included in the next official version of Blender.
(Because it sure is wicked.
)
Rob.
Thank you for adapting and enhancing the mousewheel support.
I didn't make any new changes to the wheelpatch so your work
is very welcome.
Maybe you/we can come up with an official patch and submit it
to the cvs moderators. It would be nice if this feature got
included in the next official version of Blender.
(Because it sure is wicked.

Rob.
It is indeed wicked! (using wings3d spoiled me)phase wrote:Hey Hos,
Thank you for adapting and enhancing the mousewheel support.
I didn't make any new changes to the wheelpatch so your work
is very welcome.
Maybe you/we can come up with an official patch and submit it
to the cvs moderators. It would be nice if this feature got
included in the next official version of Blender.
(Because it sure is wicked.)
Rob.
I'll submit this stuff to the official cvs
moderators when the time comes for adding
new features.
Chris
P.S. I Just added text window and file select
support too!

Has somebody thought this through? The mouse wheel is too important to be misused. Please, don't blow this opportunity.
The mouse wheel is most powerful when used for 3D editing. When you're in a mode where the mouse moves an object or vertex in the window's plane, the mouse wheel should move it perpendicular to that plane. That way, you can edit in 3D without switching window focus all the time. That gives you real 3D input and editing.
Anything else the mouse wheel does should not interfere with that.
The mouse wheel is most powerful when used for 3D editing. When you're in a mode where the mouse moves an object or vertex in the window's plane, the mouse wheel should move it perpendicular to that plane. That way, you can edit in 3D without switching window focus all the time. That gives you real 3D input and editing.
Anything else the mouse wheel does should not interfere with that.
Hmmm... that does sound nice. I personally think the natural action ofanimats wrote:Has somebody thought this through? The mouse wheel is too important to be misused. Please, don't blow this opportunity.
The mouse wheel is most powerful when used for 3D editing. When you're in a mode where the mouse moves an object or vertex in the window's plane, the mouse wheel should move it perpendicular to that plane. That way, you can edit in 3D without switching window focus all the time. That gives you real 3D input and editing.
Anything else the mouse wheel does should not interfere with that.
the mousewheel with no modifier keys should be zooming in 3D space as
phase had originally set it up (I like it this way, and this is also consistent
with how wings does it).
Since it is impossible to zoom or scroll when you are in grab mode anyways,
(GKEY mode), the meaning of the mousewheel can be changed when in
this mode. My personal feeling though is that perhaps the user should
also have to press a modifier (perhaps ALT) for the mousewheel to work
in this manner to safeguard against moving stuff when hitting the
mousewheel accidentally.
Thanks for the excellent suggestion -- any others?
Regards,
Chris
It's a tough call, but for consistency, whatever lets you scroll/pan with mouse movement probably should let you zoom with wheel movement. Those operations go together. A common operation on complex models is zoom out, pan to new area of interest, zoom back in, so that should be a single smooth operation.Hos wrote:
Hmmm... that does sound nice. I personally think the natural action of
the mousewheel with no modifier keys should be zooming in 3D space as
phase had originally set it up (I like it this way, and this is also consistent
with how wings does it).
Since it is impossible to zoom or scroll when you are in grab mode anyways,
(GKEY mode), the meaning of the mousewheel can be changed when in
this mode. My personal feeling though is that perhaps the user should
also have to press a modifier (perhaps ALT) for the mousewheel to work
in this manner to safeguard against moving stuff when hitting the
mousewheel accidentally.
Chris
It's worth thinking about supporting scroll/pan while dragging something. If you reach the edge of the window, should scroll/pan occur? When you need to move something precisely a long distance, you end up switching modes too much. That's a good, but hard, interface feature. You don't have to explain it or teach it, you barely have to document it, but it's work to implement.
Is there an experienced user interface designer in the house? We really need an overall design of user interface mods, to keep things from getting too crufty.
Ugh.. can't get this to work =( VC++ 6 gives the following two errors: E:\CVS\blender\source\blender\src\ghostwinlay.c(87) : error C2065: 'GHOST_kButtonMaskWheelUp' : undeclared identifier
E:\CVS\blender\source\blender\src\ghostwinlay.c(89) : error C2065: 'GHOST_kButtonMaskWheelDown' : undeclared identifier
Help me please =)
Thanks
E:\CVS\blender\source\blender\src\ghostwinlay.c(89) : error C2065: 'GHOST_kButtonMaskWheelDown' : undeclared identifier
Help me please =)
Thanks
seems like you forgot to add/replace these values...
in \blender\intern\ghost\GHOST_Types.h
replace the enum GHOST_TButtonMask with this one
typedef enum {
GHOST_kButtonMaskLeft = 0,
GHOST_kButtonMaskMiddle,
GHOST_kButtonMaskRight,
GHOST_kButtonMaskWheelUp,
GHOST_kButtonMaskWheelDown,
GHOST_kButtonNumMasks
} GHOST_TButtonMask;
in \blender\intern\ghost\GHOST_Types.h
replace the enum GHOST_TButtonMask with this one
typedef enum {
GHOST_kButtonMaskLeft = 0,
GHOST_kButtonMaskMiddle,
GHOST_kButtonMaskRight,
GHOST_kButtonMaskWheelUp,
GHOST_kButtonMaskWheelDown,
GHOST_kButtonNumMasks
} GHOST_TButtonMask;
mmmh... actually I did not forget =) I tried it again anyway, took a new copy of GHOST_Types.h and made the modification. But nope.. doesn't work. Same problem - same two errors:
--------------------Configuration: BL_src - Win32 Debug--------------------
Compiling...
ghostwinlay.c
E:\CVS\blender\source\blender\src\ghostwinlay.c(87) : error C2065: 'GHOST_kButtonMaskWheelUp' : undeclared identifier
E:\CVS\blender\source\blender\src\ghostwinlay.c(89) : error C2065: 'GHOST_kButtonMaskWheelDown' : undeclared identifier
E:\CVS\blender\source\blender\src\ghostwinlay.c(215) : warning C4244: 'function' : conversion from 'short ' to 'unsigned char ', possible loss of data
Error executing cl.exe.
blenderpublisher.exe - 2 error(s), 1 warning(s)
thanks again
Mats
--------------------Configuration: BL_src - Win32 Debug--------------------
Compiling...
ghostwinlay.c
E:\CVS\blender\source\blender\src\ghostwinlay.c(87) : error C2065: 'GHOST_kButtonMaskWheelUp' : undeclared identifier
E:\CVS\blender\source\blender\src\ghostwinlay.c(89) : error C2065: 'GHOST_kButtonMaskWheelDown' : undeclared identifier
E:\CVS\blender\source\blender\src\ghostwinlay.c(215) : warning C4244: 'function' : conversion from 'short ' to 'unsigned char ', possible loss of data
Error executing cl.exe.
blenderpublisher.exe - 2 error(s), 1 warning(s)
thanks again
Mats