Commit Graph

1587 Commits

Author SHA1 Message Date
Campbell Barton
2fb0c20f53 Cleanup: remove unreachable return values 2023-02-03 20:02:25 +11:00
Harley Acheson
d82ffb9787 Fix T103530: Allow Recursive File Lists
In File Browser, correct full path creation so that it works correctly
in recursive listings.

See D17175 for more details.

Differential Revision: https://developer.blender.org/D17175

Reviewed by Julian Eisel
2023-02-01 14:06:38 -08:00
Michael Kowalski
cdef135f6f USD import: Support importing USDZ.
This addressed feature request T99811.

Added the following features to fully support importing USDZ archives:

- Added .usdz to the list of supported extensions.
- Added new USD import options to copy textures from USDZ archives. The
textures may be imported as packed data (the default) or to a directory
on disk.
- Extended the USD material import logic to handle package-relative texture
assets paths by invoking the USD asset resolver to copy the textures from
the USDZ archive to a directory on disk. When importing in Packed mode,
the textures are first saved to Blender's temporary session directory
prior to packing.

The new USD import options are

- Import Textures: Behavior when importing textures from a USDZ archive
- Textures Directory: Path to the directory where imported textures will
be copied
- File Name Collision: Behavior when the name of an imported texture file
conflicts with an existing file

Import Textures menu options:

- None: Don't import textures
- Packed: Import textures as packed data (the default)
- Copy: Copy files to Textures Directory

File Name Collision menu options:

- Use Existing: If a file with the same name already exists, use that
instead of copying (the default)
- Overwrite: Overwrite existing files

Reviewed by: Bastien

Differential Revision: https://developer.blender.org/D17074
2023-01-26 18:08:45 -05:00
Campbell Barton
844cca9984 Cleanup: spelling in comments 2023-01-20 15:19:32 +11:00
Campbell Barton
66dee44088 CMake: quiet references to undeclared variable warnings
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.

- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
  note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
2023-01-19 17:10:42 +11:00
Julian Eisel
e4e91bf830 Fix crash when listing assets repeatedly in node search menus
When doing partial reloads of asset libraries (only reload assets from
the current file, e.g. after undo re-allocated ID pointers), we'd end up
with assets that don't have their asset data read correctly. It would
execute a branch that didn't set the asset library object necessary to
create and store asset representations.

Steps to reproduce were:
* Open .blend file with geometry node assets in there
* In a geometry node editor, press Shift+A to open the add menu
* Cancel
* Move a node
* Undo
* Press Shift+A again
2023-01-18 18:27:25 +01:00
Campbell Barton
33c30af742 Cleanup: comments in struct declarations
Use a consistent style for declaring the names of struct members
in their declarations. Note that this convention was already used in
many places but not everywhere.

Remove spaces around the text (matching commented arguments) with
the advantage that the the spell checking utility skips these terms.
Making it possible to extract & validate these comments automatically.

Also use struct names for `bAnimChannelType` & `bConstraintTypeInfo`
which were using brief descriptions.
2023-01-16 13:27:35 +11:00
Campbell Barton
8367f2bffc Cleanup: function style casts for C++ 2023-01-11 13:04:23 +11:00
Campbell Barton
494c3ba063 Cleanup: quiet warning mixing enum/int & replace NULL with nullptr 2023-01-11 13:04:23 +11:00
Julian Eisel
9b8c2f91f6 Cleanup: Compile filesel.c in C++
This is a mere "get this to compile in C++", didn't do changes like
using `MEM_cnew()` instead of `MEM_calloc()`.

Needed for the blender-project-basics branch, so I don't have to write C
wrappers for a single call from this file.
2023-01-10 16:36:56 +01:00
Julian Eisel
35e54b52e6 Assets: "All" asset library
Adds a new built-in asset library that contains all other asset
libraries visible in the asset library selector menu. This also means
all their asset catalogs will be displayed as a single merged tree. The
asset catalogs are not editable, since this would require support for
writing multiple catalog definition files, which isn't there yet.

Often it's not relevant where an asset comes from. Users just want to be
able to get an asset quickly, comparable to how people use a search
engine to browse images or the web itself, instead of first going to a
dedicated platform. They don't want to bother with first choosing where
they want the result to come from.
This especially is needed for the Asset Shelf (T102879) that is being
developed for the brush assets project (T101895). With this, users will
have access to all their brushes efficiently from the 3D view, without
much browsing.

Did an informal review of the asset system bits with Sybren.
2023-01-10 15:41:58 +01:00
Hans Goudey
2652029f3b Cleanup: Clang tidy
Addressed almost all warnings except for replacing defines
with enums and variable assignment in if statements.
2022-12-29 12:01:32 -05:00
Julian Eisel
ea731f42db Fix T103187: Opening node search menu is slow because of assets.
Avoid utility function call that would query the file system, this was a
bottleneck. The path joining was also problematic. See patch for more
details.

Differential Revision: https://developer.blender.org/D16768

Reviewed by: Jacques Lucke
2022-12-16 17:01:03 +01:00
Julian Eisel
6a7917162c Fix asset index only generating empty entries since 1efc94bb2f
Steps to reproduce were:
- Open a .blend file that is located inside of an asset library and
  contains assets.
- Save and close the file.
- Open a new file (Ctrl+N -> General).
- Open asset browser and load the asset library from above.
- If the assets from the file above still show up, press refresh button.
- -> Assets from the file above don't appear.

Likely fixes the underlying issue for T102610. A followup will be needed
to correct the empty asset index files written because of this bug.

We're in the process of moving responsibilities from the file/asset
browser backend to the asset system. 1efc94bb2f introduces a new
representation for asset, which would own the asset metadata now instead
of the file data.

Since the file-list code still does the loading of asset libraries,
ownership of the asset metadata has to be transferred to the asset
system. However, the asset indexing still requires it to be available,
so it can update the index with latest data. So transfer the ownership,
but still keep a non-owning pointer set.

Differential Revision: https://developer.blender.org/D16665

Reviewed by: Bastien Montagne
2022-12-02 14:48:51 +01:00
Harley Acheson
4c1b250e17 Fix T102893: Assert Opening File Browser (Win32)
Fix debug assert opening File Browser on Windows platform.

See D16672 for more details.

Differential Revision: https://developer.blender.org/D16672

Reviewed by Julian Eisel
2022-12-01 12:25:49 -08:00
Julian Eisel
5c580ff457 Fix asset-only loading optimizatoin not working as intended
Introduced in fc7beac8d6, but I think this never worked because the
`asset_library_ref` of the temporary file-list used for reading in a
background thread is nulled. Now there's a different pointer that we can
use that works properly.
2022-12-01 11:42:27 +01:00
Julian Eisel
b582028b12 Correct previously missed case of manual path building in file browser
Missed in 39c9164ea1. Also adds a comments to point at the function
that should be used instead.
2022-11-30 20:02:09 +01:00
Julian Eisel
39c9164ea1 File/Asset Browser: Get full asset path from asset representation
No user visible changes expected.

Add a function to query the full path for a file, so that asset files
can get the path via the asset representation and its new asset
identifier. This is designed to be a reliable way to locate an asset,
and using it is yet another step to rely less on the problematic file
browser code.
Also, previous code would build the full path manually in a few places,
which is good to deduplicate anyway.
2022-11-30 19:44:34 +01:00
Julian Eisel
f68da703a5 Asset system: Initial asset identifier type
No user visible changes expected.

`AssetIdentifier` holds information to uniquely identify and locate an
asset. More information:
https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Identifier

For the start this is tied quite a bit to file paths, so that external
assets are assumed to be in the file system.

This is needed to support an "All" asset library (see T102879), which
would contain assets from different locations. Currently the location of
an asset is queried via the file browser backend, which however requires
a common root location. It also moves us further away from the file
browser towards the asset system (see T87235) and allows us to remove
some hacks (see following commit).
2022-11-30 19:44:34 +01:00
Julian Eisel
2165136740 File/Asset Browser: Refactor how recursive paths are set
When reading directories recursively, the code would first only set the
file name as the relative path and then later iterate over the read files
and prepend the recursed into path, to get the complete path relative to
the recursed into directory. This isn't clear and confused me quite a
bit. And it is not compatible with what we need for creating asset
identifiers, which are introduced in the 2nd following commit.

Instead properly determine the complete relative path when initially
adding the file, and don't change it after. The asset identifier can the
be constructed properly at the time needed.
2022-11-30 19:44:34 +01:00
Julian Eisel
2910be8f19 Cleanup: Correct semantics for .blend listing in file/asset browser
When attempting to load contents of a .blend, the code would just assume
if the number of added items is 0, that means it's not a .blend (but a
directory, although the previous commit fixed that part already).
However there may be situations where a .blend file simply doesn't
contain anything of interest to be added (e.g. when listing assets
only), so have a proper "none" value for this.
2022-11-21 12:29:18 +01:00
Julian Eisel
c58e7da43e Asset Browser: Avoid non-existent directory prints
When loading asset libraries, there would be a bunch of "non-existent
directory" prints because we were calling a function to list directory
contents on .blend file paths. Make sure the path actually points to a
directory.
2022-11-21 12:29:18 +01:00
Julian Eisel
0151d846e8 Fix MSVC warnings from recent asset system changes
* Mismatching class vs struct forward declaration (one forward
  declaration wasn't needed anymore)
* Unused member warning (`on_load_callback_store_`)
2022-11-18 15:20:16 +01:00
Julian Eisel
7c0cecfd00 Asset system: Move catalog tree code to own files
The catalog code is already quite complex, I rather keep the tree stuff
separate in a more focused unit.
2022-11-18 12:45:56 +01:00
Julian Eisel
ea2dda306c Asset system: New asset system code module (with files from BKE)
Adds a new `source/blender/asset_system` directory and moves asset
related files from BKE to it. More asset related code can follow
(e.g. asset indexing, ED_assetlist stuff) but needs further work to
untangle it. I also kept `BKE_asset.h` and `asset.cc` as is, since they
deal with asset DNA data mostly, thus make sense in BKE.

Motivation:
- Makes the asset system design more present (term wasn't even used in
  code before).
- An `asset_system` directory is quite descriptive (trivial to identify
  core asset system features) and makes it easy to find asset code.
- Asset system is mostly runtime data, with little relation to other
  `Main`/BKE/DNA types.
- There's a lot of stuff in BKE already. It shouldn't be just a dump for
  all stuff that seems core enough.
- Being its own directly helps us be more mindful about encapsulating
  the module well, and avoiding dependencies on other modules.
- We can be more free with splitting files here than in BKE.
- In future there might be an asset system BPY module, which would then
  map quite nicely to the `asset_system` directory.

Checked with some other core devs, consensus seems that this makes
sense.
2022-11-14 12:46:34 +01:00
Ray Molenkamp
d49dec896a Attempt to fix build error on Windows
Was failing since 1efc94bb2f, probably because some include uses
`std::min()`/`std::max()` which messes with the windows min/max defines.
2022-11-09 23:09:56 +01:00
Julian Eisel
1efc94bb2f Asset System: New core type to represent assets (AssetRepresenation)
Introduces a new `AssetRepresentation` type, as a runtime only container
to hold asset information. It is supposed to become _the_ main way to
represent and refer to assets in the asset system, see T87235. It can
store things like the asset name, asset traits, preview and other asset
metadata.

Technical documentation:
https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Representation.

By introducing a proper asset representation type, we do an important
step away from the previous, non-optimal representation of assets as
files in the file browser backend, and towards the asset system as
backend. It should replace the temporary & hacky `AssetHandle` design in
the near future. Note that the loading of asset data still happens
through the file browser backend, check the linked to Wiki page for more
information on that.

As a side-effect, asset metadata isn't stored in file browser file
entries when browsing with link/append anymore. Don't think this was
ever used, but scripts may have accessed this. Can be brought back if
there's a need for it.
2022-11-09 19:30:47 +01:00
Philipp Oeser
671c3e1fa4 Fix File Browser Move Bookmark malfunction if no item is selected
The operator was acting on non selected items (wasnt checking SpaceFile
bookmarknr for being -1) which could end up removing items even.

Now sanatize this by introducing proper poll (which returns false if
nothing is selected).

Fixes T102014.

Maniphest Tasks: T102014

Differential Revision: https://developer.blender.org/D16385
2022-11-07 10:28:37 +01:00
Campbell Barton
ae3073323e Cleanup: use bool instead of short for job stop & do_update arguments
Since these values are only ever 0/1, use bool type.
2022-11-05 13:47:01 +11:00
Campbell Barton
50c72069b4 Cleanup: replace BLI_join_path with BLI_join_string
There is no need to use path joining logic here.
2022-11-03 14:38:15 +11:00
Campbell Barton
5392f220f0 BLI_path: add BLI_path_append_dir (appends and ensures trailing slash)
Avoid copying the string then calling BLI_path_slash_ensure afterwards.
2022-10-30 15:56:23 +11:00
Campbell Barton
d66f24cfe3 Fix potential buffer overflow with BLI_path_slash_ensure use
BLI_path_slash_ensure was appending to fixed sized buffers without
a size check.
2022-10-30 15:34:02 +11:00
Campbell Barton
5d77c3a6a5 Fix T102132: Directory selection fails to add trailing slash
Regression in [0], accessing the path from the file selector relied on
BLI_join_dirfile adding a trailing "/" when the filename was empty.

[0]: 9f6a045e23
2022-10-30 15:24:41 +11:00
Dalai Felinto
84825e4ed2 UI: Icon number indicator for data-blocks
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
2022-10-20 16:46:54 +02:00
Julian Eisel
489260198e File Browser: Fix slowdown with non-existing ID previews in big files
When the File (or Asset) Browser would display data-blocks without
previews in a heavy .blend file, there would be a drastic slowdown.

See patch for details and comparison videos.

Differential Revision: https://developer.blender.org/D16273

Reviewed by: Bastien Montagne
2022-10-18 15:10:59 +02:00
Campbell Barton
9f6a045e23 Cleanup: replace BLI_join_dirfile with BLI_path_join
These functions are almost identical, the main difference being
BLI_join_dirfile didn't trim existing slashes when joining paths
however this isn't an important difference that warrants a separate
function.
2022-10-17 11:38:54 +11:00
Campbell Barton
1d1cade9a9 BLI_path: remove trailing NULL argument to BLI_path_join
Using varargs had the disadvantages, replace with a macro which has
some advantages.

- Arguments are type checked.
- Less verbose.
- Unintended NULL arguments would silently terminate joining paths.
- Passing in a NULL argument warns with GCC.
2022-10-17 11:16:41 +11:00
Campbell Barton
331f850056 Cleanup: redundant parenthesis 2022-10-07 22:55:03 +11:00
Hans Goudey
548a2cbe06 Cleanup: Clang tidy
Also remove unnecessary struct keywords in C++ files.
2022-10-05 13:48:01 -05:00
Campbell Barton
5c51bf2ffe Cleanup: format 2022-10-04 13:54:02 +11:00
Hans Goudey
97746129d5 Cleanup: replace UNUSED macro with commented args in C++ code
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*/`
2022-10-03 17:38:16 -05:00
Kévin Dietrich
808b03da43 Cleanup: decentralize .blend I/O for space types
This adds callbacks to `SpaceType` to make each editor responsible to
manage their own .blend I/O, and moves relevant code from `screen.c`
to the editors files.

Differential Revision: D11069
2022-09-28 11:52:22 +02:00
Campbell Barton
6d1d1bf2b1 Cleanup: spelling in comments
Also add missing task ID.
2022-09-28 09:41:31 +10:00
Campbell Barton
34477bbfcd Cleanup: remove redundant parenthesis 2022-09-26 14:23:52 +10:00
Campbell Barton
21d77a417e Cleanup: replace C-style casts with functional casts for numeric types
Some changes missed from f68cfd6bb0.
2022-09-25 22:31:31 +10:00
Campbell Barton
f68cfd6bb0 Cleanup: replace C-style casts with functional casts for numeric types 2022-09-25 20:17:08 +10:00
Campbell Barton
c9e35c2ced Cleanup: remove redundant double parenthesis 2022-09-25 15:34:32 +10:00
Harley Acheson
4e7983e073 UI: Improved Font Thumbnails
Thumbnails of fonts that better show design, shapes, contents, intent,
and intended language. Previews almost every known language - living
and dead - and symbol, specialty fonts, etc.

See D12032 for more details and samples.

Differential Revision: https://developer.blender.org/D12032

Reviewed by Campbell Barton
2022-09-24 10:57:34 -07:00
Campbell Barton
0e94d24080 Cleanup: replace int return value with bool 2022-09-23 14:33:47 +10:00
Campbell Barton
add1b6ab3c Cleanup: spelling in comments 2022-09-23 14:33:43 +10:00