Refreshing refers to the recreation of the block and it's buttons in
this case.
Refreshing popup regions on text input was added in 7d80fde033. It can
be useful to update the popup contents on text input, searchboxes have
their completely own update handling however.
These were added/exposed in aa03646a74.
There's no need to expose them in the public UI API, and they don't seem
like functions that should be used outside of the UI internals.
BLF_str_offset_from_cursor_position is being called with a str_len of
INT_MAX, so max buffer size instead of string length. This works fine
right now but will not when this gets more complex. For example if we
need to call functions like BLI_str_cursor_step_next_utf8, which
assumes that str_len is the actual end of the string.
Pull Request: https://projects.blender.org/blender/blender/pulls/121966
Developed as part of the brush assets project, see #106303. No user visible
changes at this point.
Makes it possible to display asset shelves as popups. These popup asset shelves
use static storage for their settings, mainly to remember the active catalog
and filter string, while keeping them separate from the permanent asset shelf
region. Further, the popup can be displayed in any editor, making asset
selectors possible to add anywhere in the UI. When an asset is chosen, an
operator passed to the asset shelf as bl_activate_operator is called, with an
asset weak-reference to refer to the activated asset stored in the operator
properties.
Adds UILayout.template_asset_shelf_popover() to insert asset shelf popup
buttons, taking an asset shelf idname and some normal UI parameters.
Resolve own regression in [0] which caused operators poll functions
in context menus to fail because the menus own region was set
causing the button clicked on not to be detected as the active button.
Resolve by passing "can_refresh" as an argument to ui_popup_block_create
which only sets the "region_popup" context item for popups that can
refresh. This is done because previously "region_popup" was only ever
set for temporary regions that refreshed (details in code-comments).
[0]: 38d11482f5
Sets missing context menu region in popovers that is required to handle drag collapse
event.
Also fix layout panel header but events handling.
| Main | Fix |
| -------- | -------- |
| <video src="/attachments/03409a9f-751d-4b4c-b464-d62a65b9b477" title="2024-05-08 12-21-14.mp4" controls></video> | <video src="/attachments/a50be151-8d5e-485d-bc47-3e2c7292c063" title="2024-05-08 12-18-08.mp4" controls></video> |
Pull Request: https://projects.blender.org/blender/blender/pulls/121594
For example, allow calling an operator when clicking on a
preview tile button. Useful for brush assets where clicking
on an asset shelf item activates the brush.
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
a958ae36e8 introduced support for UI lists to reference items that would
never be shown, regardless of filter settings. This was to skip assets
in the asset view template that were not of the requested type. UI list
sorting code wasn't updated to account for such items that should be
entirely ignored.
Pull Request: https://projects.blender.org/blender/blender/pulls/109157
Enables operators that uses `WM_operator_props_dialog_popup`
or `redo` popup to use layout panels.
Other popups would likely also support layout panels, only
they need to set its dummy panel with `UI_popup_dummy_panel_set`.
Popups don't normally use `Panel`, but that's the type that stores the
layout panel states. Therefore, to use layout panels in a popup, one
currently needs to create a dummy panel whose purpose is to store the
layout panel states for as long as the popup is open.
Alternatively, we could potentially also store the layout panel states
somewhere else in the future for popups, but that might be a more involved
change for now.
See #119519 for an example script that uses layout panels in a popup.
Pull Request: https://projects.blender.org/blender/blender/pulls/119519
Previously these used a special "menu func" that used an argument value
passed through each menu button's a2 value. This was more complex than
necessary given the existence of generic button callbacks.
So use std::function in these remaining cases, and remove the now-unused
`butm_func` and `butm_func_arg` values in the uiBlock.
This significantly simplifies memory management, mostly by avoiding
the need to free the memory manually. It may also improve performance,
since std::string has an inline buffer that can prevent heap
allocations and it stores the size.
Pull Request: https://projects.blender.org/blender/blender/pulls/117695
When a string shouldn't be used or is invalid, use std::nullopt to
make it clear it's value shouldn't be used.
Without this it's possible to accidentally use an empty string
which will silently fail.
For some reason the "get" function actually allocates the button's
operator properties container. This may or may not make sense to
do, but while it happens, the function name might as well make
that clear.
By default, Color Palettes are only drawn in the UI in the context of
**painting**.
UI button code then tries to update an appropriate brush from edits to
the palette.
So a valid `Paint` and `Brush` were assumed. This is not a problem for
objectmode (because `BKE_paint_get_active_from_context` then defaults to
`ImagePaintSettings`'s `Paint`), but other modes dont guarantee this
(editmode only returns a valid `Paint` when uv sculpting).
In the report, a palette was created and displayed via python, making
changes in editmode would then crash.
Solve by checking we have a valid Paint in corresponding UI code to
begin with.
Similar to 9e82e48937 .
Pull Request: https://projects.blender.org/blender/blender/pulls/117544
The term `PIL` stands for "platform independent library." It exists since the `Initial Revision`
commit from 2002. Nowadays, we generally just use the `BLI` (blenlib) prefix for such code
and the `PIL` prefix feels more confusing then useful. Therefore, this patch renames the
`PIL` to `BLI`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117325
Caused by 29f3af9527, exposed by bff51ae66c.
The problem was that a `uiBut` pointer was being passed to a function
and then dereferenced as a `PanelType`. In the past, the button used to
just have zeros where the pointer was then read from, but after the
changes in the second commit, this was no longer the case.
Fix by being more explicit about the argument type, and changing the
argument from a button to the panel type for one callback. It's a bit
complex because the panel type and panel type idname are stored in
different places depending on the button type.
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.
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.
DEBUG was a Blender specific define, that has now been removed.
_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/115774