The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.
This commit uses the new macro to translate many strings all over the
UI.
Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
manually, but they are handled by a new regex in the translation
system.
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
This adds a Python API for layout panels that have been introduced in #113584.
Two new methods on `UILayout` are added:
* `.panel(idname, text="...", default_closed=False) -> Optional[UILayout]`
* `.panel_prop(owner, prop_name, text="...") -> Optional[UILayout]`
Both create a panel and return `None` if the panel is collapsed. The difference lies
in how the open-close-state is stored. The first method internally manages the
open-close-state based on the provided identifier. The second one allows for
providing a boolean property that stores whether the panel is open. This is useful
when creating a dynamic of panels and when it is difficult to create a unique idname.
For the `.panel(...)` method, a new internal map on `Panel` is created which keeps
track of all the panel states based on the idname. Currently, there is no mechanism
for freeing any elements once they have been added to the map. This is unlikely to
cause a problem anytime soon, but we might need some kind of garbage collection
in the future.
```python
import bpy
from bpy.props import BoolProperty
class LayoutDemoPanel(bpy.types.Panel):
bl_label = "Layout Panel Demo"
bl_idname = "SCENE_PT_layout_panel"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
def draw(self, context):
layout = self.layout
scene = context.scene
layout.label(text="Before")
if panel := layout.panel("my_panel_id", text="Hello World", default_closed=False):
panel.label(text="Success")
if panel := layout.panel_prop(scene, "show_demo_panel", text="My Panel"):
panel.prop(scene, "frame_start")
panel.prop(scene, "frame_end")
layout.label(text="After")
bpy.utils.register_class(LayoutDemoPanel)
bpy.types.Scene.show_demo_panel = BoolProperty(default=False)
```
Pull Request: https://projects.blender.org/blender/blender/pulls/116949
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
This adds support for so called "layout panels" which are panels that are created as part
of `uiLayout`. The goal is to make it easier to have expandable sections as part of a UI.
The initial use case for this are panels in the geometry nodes modifier. This patch provides
a better solution compared to what was attempted in #108565.
### Problems with Existing Approaches
Currently, there are two ways to create these expandable sections:
* One can define a new `Panel` type for each expandable section and use the `parent_id`
to make this a subpanel of another panel. This has a few problems:
* `uiLayout` drawing code is more scattered, because one can't just use a single function
that creates the layout for an entire panel including its subpanels.
* It does not work so well for dynamic amounts of panels (e.g. like what we need for
the geometry nodes modifier to organize the inputs).
* Typically, Blender uses a immediate-ui approach, but subpanels break that currently
and need extra handling.
* The order of panels is not very explicit.
* One can't interleave subpanels and other ui elements, subpanels always come at the
end of the parent panel.
* Custom solution using existing `uiLayout`. This is done in the material properties. It
also has a few problems:
* Custom solutions tend to work slightly different in different places. So the UI is less unified.
* Can't drag open/close multiple panels.
* The background color for subpanels does not change.
### Solution
A possible solution to all of these problems is to add support for panels to `uiLayout` directly:
```cpp
/* Add elements before subpanel. */
if (uiLayout *panel_layout = uiLayoutPanel(layout, ...)) {
/* Add elements in subpanel, but only of the panel is open. */
}
/* Add elements after subpanel. */
```
Integrating subpanels with `uiLayout` has some benefits:
* Subpanels are treated like any other sub-layout and don't have unnecessary boilerplate.
* It becomes trivial to have a dynamic number of potentially nested subpanels.
* Resolves all mentioned problems of custom subpanel solutions.
### Open/Close State
The most tricky thing is to decide where to store the open/close state. Ideally, it should
be stored in the `region` because then the same layout panel can be opened and closed
in every region independently. Unfortunately, storing the state in the region is fairly
complex in some cases.
For example, for modifier subpanels the region would have to store an open/close state
for each panel in each modifier in each object. So a map with
`object pointer + modifier id + panel id` as key would be required. Obviously, this map
could become quite big. Also storing that many ID pointers in UI data is not great and
we don't even have stable modifier ids yet. There also isn't an obvious way for how to
clear unused elements from the map which could become necessary when it becomes big.
In practice, it's rare that the same modifier list is shown in two editors. So the benefit of
storing the open/close state in the region is negligible. Therefor, a much simpler solution
is possible: the open/close state can be stored in the modifier directly. This is actually
how it was implemented before already (see `ui_expand_flag`).
The implementation of layout panels in this patch is *agnostic* to how the open/close
state is stored exactly, as long as it can be referenced as a boolean rna property. This
allows us to store the state in the modifier directly but also allows us to store the state
in the region for other layout panels in the future. We could consider adding an API that
makes it easy to store the state in the region for cases where the key is simpler.
For example: `uiLayoutPanel(layout, TIP_("Mesh Settings"), PanelRegionKey("mesh_settings"))`.
### Python API (not included)
Adding a Python API is fairly straight forward. However, it is **not** included in this patch
so that we can mature the internal API a bit more if necessary, before addon developers
start to depend on it. It would probably work like so:
```python
if panel := layout.panel("Mesh Settings", ...):
# Add layout elements in the panel if it's open.
```
Pull Request: https://projects.blender.org/blender/blender/pulls/113584
Continue allowing spacebar search for all dropdown and context menus,
but also add the ability to allow some menus to have type to search,
like Add Modifiers, Objects, Nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/113520
This is necessary to let popovers redraw when asynchronously loading
data. For example to display assets or asset catalogs as they get
loaded. Needed for the asset shelf catalog selector popover. Menus
already do the same to allow populating the menu with assets as they get
loaded.
The basic idea is very simple. Whenever a supported menu is open, one can just
start typing and this opens a search that contains all the (nested) menu entries.
The main downside is that this collides with accelerator keys. Those are the
underlined characters in each menu. For now, we just enable this new searching
behavior in a few selected menus: Node Add Menu, View3D Add Menu and
Modifier Add Menu.
This new functionality can be enabled for a menu by setting
`bl_options = {'SEARCH_ON_KEY_PRESS'}` to true in the menu type.
The status bar shows `Type to search...` when a menu is opened that supports search.
Pull Request: https://projects.blender.org/blender/blender/pulls/110855
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.
This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.
No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/111976
When estimating widget sizes, ui_text_icon_width_ex() assumes that all
items are using the "widget" text style, which is incorrect for labels.
This PR uses widget_label style for uiItemL_ and the label portion of
ui_item_with_label.
Pull Request: https://projects.blender.org/blender/blender/pulls/111908
A small reduction in the vertical space used by the menu separating
rule. Also centers the line within its space. Looks more balanced when
used between titles and content.
Pull Request: https://projects.blender.org/blender/blender/pulls/111764
Generally the context store is owned by `uiBlock`. Other pointers
to the store (in `bContext` and other operator data) shouldn't change
it, so those variables are now const. One exception is the pointer in
`uiLayout`, but that has a clearly short lifetime, so that's okay.
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:
- Bone collections are stored on the armature, and have a name that is
unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
collections.
- When a bone is in at least one collection, and all its collections in
are hidden, the bone is hidden. In other cases (in any visible
collection, or in no collection at all), the bone visibility is
determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
like bone groups were. Nestability of bone collections is intended to
be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
from both pose mode and edit mode.
Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.
Shortcuts:
- M/Shift+M in pose/edit mode: move to collection (M) and add to
collection (shift+M). This works similar to the M/Shift+M menus for
objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
is likely to be removed in the near future, as the functionality
overlaps with the M/Shift+M menus.
This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
With the end goal of simplifying ownership and memory management,
and allowing the use of `get_name` in contexts without statically
allocated strings, use `std::string` for the return values of these two
operator type callbacks instead of `const char *` and `char *`.
In the meantime things get uglier in some places. I'd expect `std::string`
to be used more in the future elsewhere in Blender though.
Pull Request: https://projects.blender.org/blender/blender/pulls/110823
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944