This PR switches out the internal scene context function
used from the sequencer. This is done in preparation for
#140271.
Using a separate context function allows us to keep the
existing `context.scene` to refer to the active scene
and use a separate context member to refer to the
sequencer scene in the workspace (which is added in #140271).
Previous attempts simply overrode the `context.scene`
to refer to a different scene than the active one in the window.
This has two issues:
1) Any operator that wants to use the active scene in the window
can't do it in the context of the sequencer. This is a problem for
example for poll functions of operators that don't have anything to
do with the sequencer.
2) For better or for worse, Blender expects the `context.scene` to
always exist. For the sequencer, we'd like to possibly have no
sequence selected.
Using a different context member for the sequencer has some
advantages:
1) Although we have to change quite a few places, it's limited to the
sequencer. We don't have to change other parts of Blender to make
things work.
2) It allows us to prepare for the future when we might want to
separate the VSE from the scene. This is a step in that direction.
Having a different context function makes it easy to find the places
that would need to be refactored.
Pull Request: https://projects.blender.org/blender/blender/pulls/141271
The numeric levels have no obvious meaning. This removes the distinction
between severity and levels, instead there is a single list of named levels
with defined meaning.
Debug means information that's mainly useful for developers, and trace is for
very verbose code execution tracing.
Pull Request: https://projects.blender.org/blender/blender/pulls/140244
* Remove bke, ed and wm prefixes
* Add prefixes like: geom, object, blend, lib.
* Shorten some category names
* A few log level changes to improve --log-level info output
Pull Request: https://projects.blender.org/blender/blender/pulls/140244
The `AssetRepresentation` should now be available directly in context
where previously the `AssetHandle` type was required.
By adding an `"asset"` context member to the file browser, this should
avoid any behavior change. (Previously we would get the asset from
context by constructing a asset handle from the "active_file" context
member. So make sure "asset" is available wherever "active_file" is.)
This is another important step towards removing `AssetHandle`, see
blender/blender#108806.
The `AssetHandle` RNA type was added to enable the asset view template,
which was removed in ae9ca35e3b. The type itself was hacky and always
considered a temporary design, as suggested in the type's RNA
description. It has by now been superseded by the `AssetRepresentation`
type.
This is another important step towards removing `AssetHandle`, see
blender/blender#108806.
On Windows and Mac (and with certain backends on Linux), Blender would
always appear to be playing back audio even if there was no timeline
playback. This would sometimes prevent devices from going to sleep or
going into lower power state modes when idling.
For the affected audio backends, we now automatically close the audio
backend after 30 seconds of inactivity.
Pull Request: https://projects.blender.org/blender/blender/pulls/136845
The general idea is to keep the 'old', C-style MEM_callocN signature, and slowly
replace most of its usages with the new, C++-style type-safer template version.
* `MEM_cnew<T>` allocation version is renamed to `MEM_callocN<T>`.
* `MEM_cnew_array<T>` allocation version is renamed to `MEM_calloc_arrayN<T>`.
* `MEM_cnew<T>` duplicate version is renamed to `MEM_dupallocN<T>`.
Similar templates type-safe version of `MEM_mallocN` will be added soon
as well.
Following discussions in !134452.
NOTE: For now static type checking in `MEM_callocN` and related are slightly
different for Windows MSVC. This compiler seems to consider structs using the
`DNA_DEFINE_CXX_METHODS` macro as non-trivial (likely because their default
copy constructors are deleted). So using checks on trivially
constructible/destructible instead on this compiler/system.
Pull Request: https://projects.blender.org/blender/blender/pulls/134771
Though "Point Cloud" written as two words is technically correct and should be used in the UI, as one word it's typically easier to write and parse when reading. We had a mix of both before this patch, so better to unify this as well.
This commit also renames the editor/intern/ files to remove pointcloud_ prefix.
point_cloud was only preserved on the user facing strings:
* is_type_point_cloud
* use_new_point_cloud_type
Pull Request: https://projects.blender.org/blender/blender/pulls/134803
Mistake in f6a4d01703. This refactored the lookup for a named string context
member to avoid code duplication.
Intention was to construct a StringRef referencing the string stored in
context. But the refactored lookup returned an unintentional string copy, so
the reference would be constructed from a temporary string object that would
get destructed immediately.
Similar to 2fbf206491, but for integers (not strings). Essentially this
allows passing named integer values through UI abstractions in a clean
way.
I used 64 bit integers here, since space isn't an issue here, and it
fits common integer types (so we don't have to add APIs for multiple
integer types).
Planned to be used to fix#111463 (following commit).
- Gives O(1) access to string length in more cases
- Convenient string manipulation functions
- Clarify difference between "no string" and "empty string"
- Avoid the need for raw pointers in the API
- Shows which API string arguments are optional
Pull Request: https://projects.blender.org/blender/blender/pulls/131473
These are converted on startup to the new type. There are still
some references left, mostly where it looked like there still needs
to be changes to properly deal with the new object type.
This renames the mode identifiers to be consistent with e.g. the context mode identifiers and other names used for the new Grease Pencil.
For `object.mode`:
* `PAINT_GPENCIL` -> `PAINT_GREASE_PENCIL`
* `SCULPT_GPENCIL` -> `SCULPT_GREASE_PENCIL`
* `VERTEX_GPENCIL` -> `VERTEX_GREASE_PENCIL`
* `WEIGHT_GPENCIL` -> `WEIGHT_GREASE_PENCIL`
For the internal `ob->mode` flag:
* `OB_MODE_PAINT_GPENCIL_LEGACY` -> `OB_MODE_PAINT_GREASE_PENCIL`
* `OB_MODE_SCULPT_GPENCIL_LEGACY` -> `OB_MODE_SCULPT_GREASE_PENCIL`
* `OB_MODE_VERTEX_GPENCIL_LEGACY` -> `OB_MODE_VERTEX_GREASE_PENCIL`
* `OB_MODE_WEIGHT_GPENCIL_LEGACY` -> `OB_MODE_WEIGHT_GREASE_PENCIL`
Resolves#127374.
Pull Request: https://projects.blender.org/blender/blender/pulls/128604
This commit mainly replaces a lot of `memset(0)` by empty value
initialization of `PointerRNA` and related data.
It also moves a few remaining areas from C alloc/free to C++ new/delete
memory hanlding.
Part of the effort to make PointerRNA non-trivial (#122431).
This commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.
It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.
Pull Request: https://projects.blender.org/blender/blender/pulls/124469
Sometimes it is necessary to pass additional data through generic UI entities,
to specific implementations. For example to pass additional options to panel
polling & drawing when instantiating a panel through its panel type. Or storing
additional data in a button, without hardcoding it in the button struct/class.
Passing data via context is a simple solution to this, however so far this only
works using hardcoded context queries or RNA pointers. For passing arbitrary
strings we've used workarounds like creating an RNA type to wrap it already.
For example `RNA_AssetCatalogPath`, which is used to dynamically populate menu
items based on an asset catalog path, via a generic menu type.
type instantiation. This makes it possible to invoke specific asset shelves as
popover panels.
Idea is simply to let `bContextStore` entries hold copies of the string (as
`std::string`), avoiding lifetime issues. Context APIs are extended to support
setting/querying strings via a context member name.
Pull Request: https://projects.blender.org/blender/blender/pulls/122113
This just hid that freed memory was being passed to
CTX_wm_region_popup_set.
The change from [0] exposed this issue, however the problem has
existed for a long time (likely since the inclusion of popups in the
context) it's just that setting the context member when popups
are first displayed made problems more likely to show up.
[0]: 38d11482f5
Caused by 7ae77e61cd.
Opening files and templates would cause an assert to be hit in
debug mode.
For now, comment the assert out to temporarily fix the issue.
This reverts part of 36cda3b3116acba3b895daf68689f8af01b62392
and replaces the use of `OB_MODE_PAINT_GREASE_PENCIL`
`OB_MODE_PAINT_GPENCIL_LEGACY` flag instead.
The `OB_MODE_PAINT_GREASE_PENCIL` is removed.
The `GREASE_PENCIL_OT_draw_mode_toggle` operator is removed
and the `GPENCIL_OT_paintmode_toggle` operator is adapted to
work with GPv3.
Pull Request: https://projects.blender.org/blender/blender/pulls/121027
Callers to RNA_struct_name_get_alloc weren't accounting for allocation
which is unlikely as the fixed sized buffers used in these cases were
large.
- CTX_data_dir_get_ex & context_path_add_generic
would use uninitialized stack memory.
- OverrideRNAPathTreeBuilder::build_path & ensure_entire_collection
would leak memory.
Adds an (empty) sculpt mode for Grease Pencil v3 objects.
The object `SCULPT_GPENCIL` mode is re-used for Grease Pencil object
types. A `SCULPT_GREASE_PENCIL` context mode has been added, which is
specific to grease pencil objects. This is necessary for polling tools
and keymaps.
Pull Request: https://projects.blender.org/blender/blender/pulls/119338
Previously retrieving a collection from the context like "selected_ids"
would give a linked list of allocated items. Now it returns a vector of
RNA pointers. Though the number of items is typically fairly small,
using contiguous memory and avoiding many small allocations are
typical performance improvements that could still be beneficial
when there are many items. Iteration also becomes much simpler.
Pull Request: https://projects.blender.org/blender/blender/pulls/119939
These reports were embedded in the window manager DNA,
but they were always cleared when reading it from files. It's clearer
to just not store the reports in files at all. I also moved the reports
initialization and freeing to the constructor and destructor of the
runtime class.
This is the only place `ReportList` was embedded in DNA, so
after this we can move that to use C++ features if we want.
Pull Request: https://projects.blender.org/blender/blender/pulls/118329
Currently most of the data stored in `wmWindowManager` is runtime
data not saved to files. It's confusing that it's declared in DNA then. That
also prevents us from using C++ features. This commit adds an initial
runtime struct. Moving data there can be done as a separate step.
Initially I wanted to look at moving the `ReportList` system to C++.
The runtime struct has to be defined in the blenkernel module because
the members are (will be) used there in a few places.
Pull Request: https://projects.blender.org/blender/blender/pulls/118157
This is a compatibility breaking change to rename all usages of the name
`asset_library_ref` with `asset_library_reference`. Brecht recently
suggested that such abbreviations should be avoided in public API names.
f6a6b27ac1 made the asset representation type available through context
wherever asset handle was previously. This moves us closer to replacing
the asset handle type.
Part of #102877 and #108806.