Adds support for saving some view state persistently and uses this to keep the
height of a tree-view, even as the region containing it is hidden, or the file
re-loaded.
Fixes#129058.
Basically the design is to have state stored in the region, so it can be saved
to files. Views types (tree-view, grid-view, etc) can decide themselves if they
have state to be preserved, and what state that is. If a view wants to preserve
state, it's stored in a list inside the region, identified by the view's idname.
Limitation is that multiple instances of the same view would share these bits of
state, in practice I don't think that's ever an issue.
More state can be added to be preserved as needed. Since different kinds of
views may require different state, I was thinking we could add ID properties to
`uiViewState` even, making it much more dynamic.
Pull Request: https://projects.blender.org/blender/blender/pulls/130292
Implements scrolling support for tree-views, as well as changing the size of the
scroll-able tree-view. This is important to be able to place them in many places
in the UI, where a compact layout is preferred over an every expanding one
(causing following contents to be scrolled out of view). UI-lists would use
scrolling and resizing to ensure this, now tree-views are on par.
Enables scrolling and resizing for:
- Bone collection UI (`UILayout.template_bone_collection_tree()`)
- Grease Pencil layer UI (`UILayout.template_grease_pencil_layer_tree()`)
- Light link collection UI (`UILayout.template_light_linking_collection()`)
- UI to define a node tree interface (`UILayout.template_node_tree_interface()`)
These are all cases where compact UIs make more sense than expanding ones.
Internally this is enabled by calling the `set_default_rows()` method of the
tree-view, although the API might change still. It shouldn't be quite simple to
implement this for grid-views too if necessary, or other potential view types.
Although I'd like to do some smaller code quality improvements still, this
feature is important for some other modules (e.g. grease pencil module for the
layers UI in grease pencil v3), so I decided to prioritize merging this.
Pull Request: https://projects.blender.org/blender/blender/pulls/119668
In particular, this makes the asset shelf popup search highlight the
first asset when changing the search filter using text input. Pressing
Enter will activate this asset then. The feature is implemented
generally for grid and tree views, but only the asset shelf implements
filtering so far. Plus, it requires the
`UI_BUT2_FORCE_SEMI_MODAL_ACTIVE` behavior on the filter text button,
otherwise it captures all input. Only the popup version of the asset
shelf uses this currently. Moving the mouse makes the highlight jump
back to the brush under the cursor again. This is how search menus
behave too.
Part of the brush assets project, see blender/blender!123853. It's made
so it's possible to quickly spawn the brush asset shelf popup, input
text to search a brush and press Enter to activate it. Based on user
feedback this is an important workflow to support well.
More info about the changes in the pull request.
Pull Request: https://projects.blender.org/blender/blender/pulls/123853
Displaying an operator in the context menu that would access the asset
via context would fail.
3 issues here in fact:
- 798219225d removed code to attach the asset to the button's context.
Brought this back.
- If the `AssetShelf.get_active_asset()` method (in Python) isn't set,
`AssetViewItem::should_be_active()` would always return false, making
it impossible to lookup the active item. Instead it should return an
empty value so the view's internal active state is used instead.
Mistake in a700c90ec3.
- These kind of context queries can't rely on cursor coordinates, it's
not well defined what state they are in. In fact `wmWindow.eventstate`
is unset in debug builds to help enforce this. Also an issue from
a700c90ec3. With the above two corrections this change can be
undone so the query doesn't depend on cursor coordinates anymore.
Add a function for asset shelves, `get_active_asset` in RNA, that
can be used to sync the active item of an asset shelf with an asset
reference elsewhere in Blender. In the brush asset system this is
used to retrieve the asset reference from the active `Paint` struct.
Pull Request: https://projects.blender.org/blender/blender/pulls/121405
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.
No user visible changes expected, except of new experimental feature
option.
------------------------------------------------------------------------------
This introduces asset shelves as a new standard UI element for accessing
assets. Based on the current context (like the active mode and/or tool), they
can provide assets for specific workflows/tasks. As such they are more limited
in functionality than the asset browser, but a lot more efficient for certain
tasks.
The asset shelf is developed as part of the brush assets project (see #101895),
but is also meant to replace the current pose library UI.
Support for asset shelves can quite easily be added to different editor types,
the following commit will add support for the 3D View. If an editor type
supports asset shelves, add-ons can chose to register an asset shelf type for
an editor with just a few lines of Python.
It should be possible to entirely remove `UILayout.asset_view_template()` once
asset shelves are non-experimental.
Some changes are to be expected still, see #107881.
Task: #102879
Brush asset workflow blog post: https://code.blender.org/2022/12/brush-assets-workflow/
Initial technical documentation: https://developer.blender.org/docs/asset_system/user_interface/asset_shelf/
Pull Request: #104831
Hierarchy lines (like we also have in the Outliner) make it easier to
visually parse the hierarchy, and avoid confusion about nesting level.
Especially when some items have icons and/or collapse chevrons and some
not (thus different levels of visual indentation).
They were planned for #93582 and #107881, also see
https://code.blender.org/2023/05/the-next-big-step-grease-pencil-3-0/#layer-groups.
The drawing is implemented as a general tree-view feature, so all
tree-views with collapsable items (which excludes the spreadsheet
data-set tree view) will get them without further setup.
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/
These often want to store a non-const reference to its owner, i.e. the
object that created them. I don't really like removing const here, but
it makes sense to enable this use case.
Previously UI view items would support custom drop controllers (so they
could react to data being dragged over them and dropped). This is now
more generalized so the views themselves can do this as well.
Main changes:
- Support calculating a bounding box for the view, so this can be used
for recognizing mouse hovering.
- Rename "drop controller" to "drop target", this is more clear, less
abstract naming.
- Generalize drop controllers/targets. There is a new
`ui::DropTargetInterface` now.
- Add support for drop targets in the `ui::AbstractView` base class, so
custom views can use this.
Pull Request: https://projects.blender.org/blender/blender/pulls/105963