This replaces the older dynamic c arrays with blender::Vector as
appropriate. Many files required minimal changes and the before/after
are quite similar.
There's 3 remaining usages of the old machinery but those will require
more involved changes and design.
See #103343
Pull Request: https://projects.blender.org/blender/blender/pulls/110981
For some reasons, `WM_jobs_stop` and `WM_jobs_kill` would use their own
'type' of function pointer - and not even a matching one!
Among (many) other reasons why this was bad, it required very stupid
casting from code using these functions - and made editing wmJob `startjob`
signature needlessly complicated.
Newly created bones and bone collections get a default name. Like
other types of data, these names should be translated if the user
enabled the translation of new data in the preferences.
This commit adds the appropriate `DATA_()` macro:
- when creating a new armature;
- when creating a new bone;
- when creating a new bone collection through `ANIM_bonecoll_new()`;
- when ensuring that a new bone collection has a unique name;
- when renaming a bone collection;
- in the bone collection tests, to check that new bones have the
expected translated name.
It also sets the default value of the bone name in the
`ARMATURE_OT_bone_primitive_add()` operator to a null string instead
of "Bone", so that the default name may be chosen while checking for
unique names, since an empty string will default to the translation.
Pull Request: https://projects.blender.org/blender/blender/pulls/113171
The Grease Pencil 3.0 layers and groups were not properly translated:
- The layers and groups' names were translated during display in the
layer list. Since they are data, they should be left untranslated at
this time.
- On object creation, the names "GP_Layer", "Color", "Lines", and
"Fills" were not translated at all.
This adds DATA_() macros around to translate them if the user has
enabled translation of new data names.
- The functions returning unique names for layers and groups
unique_layer_group_name() and unique_layer_name() would return
"GP_Layer" and "GP_Group" by default.
These defaults are now translated.
- When adding new layers and groups, the name was always hardcoded to
"GP_Layer" and "GP_Group" because the operators' properties for the
names defaulted to that, and prop defaults cannot be translated.
Instead, make them default to a null string, but choose an
appropriate name when executing the op. This name is chosen by
unique_layer_name() and unique_layer_group_name(), whose defaults
are now translated.
Pull Request: https://projects.blender.org/blender/blender/pulls/112930
Reports from the internal operator weren't forwarded to the Python
operator, they were printed in the console instead.
Resolve by moving the operator to C++, use a utility function
to launch the external editor instead of an operator.
Several items are untranslated in the 'Move to Collection' operator
menu (the bone collections one, `ARMATURE_OT_move_to_collection`).
This is because it uses custom callback to allow the menu content
to be dynamically generated.
Because of this, some labels have to be translated manually using
`CTX_IFACE_()`. The translation context is "Operator" because these
messages come from an operator.
On the other hand, the destination collections themselves should not
have their name translated since they are data. The property now uses
the `PROP_ENUM_NO_TRANSLATE` flag for this.
PR: https://projects.blender.org/blender/blender/pulls/113224.
Improvements to `ui_but_menu_add_path_operators` so that it properly
differentiates between files and directories even if the filepath is
not slash terminated. It will also not add the operators to the menu
if the filepath does not exist.
---
Right-clicking on a pathname input we get a context menu that might contain "Open File Externally" and/or "Open Location Externally". But the first problem is that it does not check if this location exists, and we do have times where the paths do not exist yet. This PR makes this function a bool so that can return false if the files do not exist.
The second problem is that the function does not properly differentiate between a file path and directory path. For a directory path that is not slash terminated it will assume it is a file path. This PR actually checks the path (BLI_is_dir) to see if it really is a directory path.
Pull Request: https://projects.blender.org/blender/blender/pulls/113216
Nodes recently gained the ability to group inputs into collapsible
panels. These were untranslated, so this commit:
- Adds the appropriate regex to extract node panels defined with
the `add_panel()` callback.
- Adds the `IFACE()` translation macro to the drawing code for the
nodes, as well as the properties.
Pull Request: https://projects.blender.org/blender/blender/pulls/112968
Previously, the geometry nodes modifier was converting the
viewer path to a compute context at the same time as it was
setting up side effect nodes for the geometry nodes evaluation.
Now, this is changed to be a two step process. First, the viewer
path is converted to the corresponding compute context.
Afterwards, a separate function sets side effect nodes up so
that the given node in the given compute context will be evaluated.
This has three main benefits:
* More obvious separation of concerns.
* Can reuse the code that maps a viewer path element to a compute
context already.
* With gizmo nodes (#112677), it may become necessary to add side
effect nodes based on a compute context, but without having a
corresponding viewer path.
The logic to handle word selection from double clicking ran even when
the event wasn't inside the button. This would pass an invalid position
to BLI_str_cursor_step_bounds_utf8 which hung.
Resolve by limiting word-selection to when the event is inside
the text editing field as well as clamping the position to ensure
it's within the allowed range.
Since different symbols are implemented, there is a distinction between
endpoint and loose point, which was partially missing in the snap code
for Mesh.
This is because the menu entry was using different operator
properties from what the shortcut is defined for. It was needed
to make it so an operator which is called from the menu does not
have dependency on the mouse location.
Now it is achieved by resolving MOUSE side to RIGHT from the
operator's exec().
Ref #112598
Pull Request: https://projects.blender.org/blender/blender/pulls/113143
New bones (Shift+A in armature edit mode) are added to the active bone
collection. This collection can be hidden, causing the newly added bone
to be invisible. This is consistent with adding objects to hidden scene
collections, but can be confusing nonetheless. Now a warning is issued,
at least for the armature/bone case.
Since [0] picking a bezier knot doesn't pick the handles,
this meant picking a vertex, then inverting the selection would
delete that vertex, which isn't useful/expected behavior.
Invert selection now considers knots selected whenever any of it's
handles are selected (matching the graph editor).
This change has also been made for grease-pencil bezier editing.
[0]: 618f39fca2
In UI text inputs, when double-clicking to select words, anchor (set
initial selection position) to the right if on the last word. This
aids in some combined double-click-drag operations.
Pull Request: https://projects.blender.org/blender/blender/pulls/113125