This new member gives access to the current active panel category (i.e.
tab) if supported, and allows to set its value to another defined
category.
While typically add-ons should not force a tab to be the active one,
there are cases where this is a valid and necessary behavior, e.g. in
'Blender App' where an app can add some new tab to the UI and require
them to be active.
Note that there is a ctach here: typically at start time these panel
categories are unknown (enum is empty), since they are validated by
drawing code. So setting them usually needs to be done after initial
startup and drawing of the UI...
Pull Request: https://projects.blender.org/blender/blender/pulls/114070
When clicking or dragging a Panel's drag handle, a PANEL_STATE_DRAG
state transition is followed immediately by a PANEL_STATE_ANIMATE
transition. Both transitions start a timer.
Unfortunately, a subtle change introduced in
f3ab698951 meant the first timer would no
longer be destroyed before starting the second one.
The fix is to just reuse the timer if it's already present so that a
second one is not created in the first place.
Pull Request: https://projects.blender.org/blender/blender/pulls/113711
The previous limit of 63 bytes for the panel name was an issue for
languages where characters use multiple bytes. The UI would show panel
names truncated that had reasonably long/short names.
It's easy to support dynamically sized strings here, so do that instead
of using fixed size buffers.
Fixes#111927.
Pull Request: https://projects.blender.org/blender/blender/pulls/111979
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
Word ordering for wmTimer API wasn't consistent.
- Use "WM_event_timer_" / "WM_event_timers_" prefix.
- Rename "wm_window_timer" to "wm_window_timers_process"
because it wasn't clear what the function did from its name.
- Rename "wm_window_process_events" to "wm_window_events_process"
for consistency with "wm_window_timers_process".
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
Use bl_run_operators to detect cases when operators would crash
when run in an expected context for the following operators:
- GIZMOGROUP_OT_gizmo_select
- GIZMOGROUP_OT_gizmo_tweak
- GPENCIL_OT_time_segment_move
- OBJECT_OT_add_named
- OBJECT_OT_data_instance_add
- OBJECT_OT_drop_named_material
- SCULPT_OT_mask_by_color
- SEQUENCER_OT_delete
- SEQUENCER_OT_rename_channel
- SEQUENCER_OT_retiming_handle_move
- SPREADSHEET_OT_change_spreadsheet_data_source
- UI_OT_drop_color
Note that some of these situations users were unlikely to encounter,
however there were cases script authors could run into such as deleting
sequence strips without a region or masking by color without a 3D view.
Initial idea was to calculate the view boundaries when finishing the
`uiBlock`, after layout code and such ran. But the panel code applies an
offset later, which breaks this. The view boundaries would be off by
something like 100px.
Align the labels on the tabs so that when you read them, your head is tilted
towards the content, instead of away.
When tabs are drawn to the right of panels in the sidebar, the labels are read
from bottom to top, which may suggest that this tab does not belong to the area.
This change does it like this:
* Sidebar on the right: the text is read from top to bottom.
* Sidebar on the left: the text keeps reading from bottom to top.
Pull Request: https://projects.blender.org/blender/blender/pulls/105835
When the height of the editor couldn't fit the sidebar tabs, they would shrink
to a size too small to read the tab label.
This change matches the behaviour with the Properties Editor navigation bar,
by introducing the following improvements:
* Avoid truncating tab labels.
* Allow scrolling when tabs don't fit.
Behaviour is similar to how scrolling works in the Properties Editor navigation
bar, supporting mouse wheel up/down and MMB, and switching tabs with
`Ctrl+Wheel Up/Down`.
Pull Request: https://projects.blender.org/blender/blender/pulls/105355
This simplifies some memory management, ammortizes some of the many
small allocations when building UI layouts, and simplifies the code
that deals with the groups. `uiBlock` is no longer a trivial type.
In my testing this saved a few ms when drawing a large node tree.
Adds the possibility of having a little number on top of icons.
At the moment this is used for:
* Outliner
* Node Editor bread-crumb
* Node Group node header
For the outliner there is almost no functional change. It is mostly a refactor
to handle the indicators as part of the icon shader instead of the outliner
draw code. (note that this was already recently changed in a5d3b648e3).
The difference is that now we use rounded border rectangle instead of
circles, and we can go up to 999 elements.
So for the outliner this shows the number of collapsed elements of a
certain type (e.g., mesh objects inside a collapsed collection).
For the node editors is being used to show the use count for the data-block.
This is important for the node editor, so users know whether the node-group
they are editing (or are about to edit) is used elsewhere. This is
particularly important when the Node Options are hidden, which is the
default for node groups appended from the asset libraries.
---
Note: This can be easily enabled for ID templates which can then be part
of T84669. It just need to call UI_but_icon_indicator_number_set in the
function template_add_button_search_menu.
---
Special thanks Clément Foucault for the help figuring out the shader,
Julian Eisel for the help navigating the UI code, and Pablo Vazquez for
the collaboration in this design solution.
For images showing the result check the Differential Revision.
Differential Revision: https://developer.blender.org/D16284
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
Correction of U.dpi to hold actual monitor DPI. Simplify font sizing by
omitting DPI as API argument, always using 72 internally.
See D15961 for more details.
Differential Revision: https://developer.blender.org/D15961
Reviewed by Campbell Barton
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_COLOR', but the old names still work for backward
compatibility.
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and
`GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR'
is 'UNIFORM_COLOR', but the old names still work for backward
compatibility.
Differential Revision: https://developer.blender.org/D15836