Commit Graph

5013 Commits

Author SHA1 Message Date
Hans Goudey
432ed47084 Cleanup: Remove unnecessary std::string braces for default construction
std::string has a default constructor, so this is unnecessary.
2024-02-02 11:13:09 -05:00
Sybren A. Stüvel
660867fa00 Anim: bone collections, store expanded/collapsed state in DNA
Store the 'expanded/collapsed' state of the bone collection tree view in
the DNA data of the bone collections themselves. This way the tree state
is restored when loading the file.

This commit also adds some code to the abstract tree view classes, for
supporting synchronisation of the extended/collapsed state between it
and external data. It follows the same approach as the handling of the
active element.

RNA wrappers have been added to make it possible for Python code to
expand/collapse parts of the tree.

Library overrides are supported for this property, so the
expanded/collapsed state of linked armatures can be locally saved. If
there is no override, the `is_expanded` property is still editable;
changes will not be saved to file in that case, though.

Pull Request: https://projects.blender.org/blender/blender/pulls/116940
2024-02-02 12:28:22 +01:00
Hans Goudey
266230dd88 Refactor: UI: Pass StringRef to more button definition functions
Similar to 9c3aa8b824. This time there is one null argument
that has to be changed. It was simple to just move the logic to that one
caller.
2024-02-01 14:40:40 -05:00
Harley Acheson
d7593c8845 UI: Multiple Interface Icon Additions and Changes
Additional icons for face corner, pointcloud points needed for general
usage. Unselected camera, view locked, and view unlocked for #111076.
Changes to mod_mask for #117467. pointcloud_data changed only for
alignment change. Running Update Icons also changed mod_explode.

Pull Request: https://projects.blender.org/blender/blender/pulls/117732
2024-02-01 20:08:26 +01:00
Hans Goudey
5155feeeb8 Cleanup: UI: Remove a1 and a2 unused arguments from uiDefButF function
These were removed in previous commits like e6f0b60c2e.
2024-02-01 13:09:09 -05:00
Hans Goudey
809499a3d0 Refactor: UI: Use derived struct for number slider buttons
Similar to d204830107. This is the last real use of
the a1 and a2 arguments for many button definition functions.
2024-02-01 13:08:50 -05:00
Hans Goudey
9c3aa8b824 Cleanup: Use StringRef arguments for some UI button functions
The benefits are O(1) access to the string size, clearer ownership,
and easily accessible utility functions. For now, only change functions
where the string is clearly non-null. It's not clear in what cases some
other functions recieve null strings.
2024-01-31 17:16:25 -05:00
Hans Goudey
5fa61ee620 Cleanup: Move remaining spreadsheet editor code to C++ namespace 2024-01-31 16:32:10 -05:00
Hans Goudey
e89b4927e4 Cleanup: UI: Remove unused button creation functions 2024-01-31 13:45:26 -05:00
Richard Antalik
fa6384eb39 Fix #92140: Can't assign shortcuts to tools
Set operator context for VSE tool panel and pass correct
space_type and region_type to WM_keymap_find_all().

Pull Request: https://projects.blender.org/blender/blender/pulls/105959
2024-01-31 19:04:09 +01:00
Hans Goudey
f04bc75f8c Cleanup: Use std::string for some RNA function return values
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
2024-01-31 17:08:09 +01:00
Hans Goudey
69d2dd0731 Cleanup: Remove unnecessary keywords in C++ headers 2024-01-30 14:56:04 -05:00
Harley Acheson
8f6ee910ba UI: Remove Blender Logo Alert Icon
As discussed in the UI Module Meeting we don't have an acceptable use
case for dialogs that use the Blender logo. Removing this image from
the project since this is now exposed through dialog customization.

Pull Request: https://projects.blender.org/blender/blender/pulls/117676
2024-01-30 20:22:38 +01:00
Jacques Lucke
f358843108 UI: simplify layout panels C++ API
This simplifies the C++ API for making layout panels. Now it is also more similar to the Python API.
`uiLayoutPanel` is like `layout.panel` and `uiLayoutPanelProp` is like `layout.panel_prop`.

Both, `uiLayoutPanel` and `uiLayoutPanelProp`, now exist in two variants. One that takes a label
parameter and one that does not. If the label is passed in, only the panel body layout is returned.
Otherwise, the header and body are returned for more customization.

Pull Request: https://projects.blender.org/blender/blender/pulls/117670
2024-01-30 17:44:56 +01:00
Hans Goudey
13d280b8d8 Cleanup: Rename function to ensure button operator properties
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.
2024-01-29 16:33:12 -05:00
Harley Acheson
28366f624f UI: Operator Confirm Dialog Changes
Removal of "confirm" operator callback for confirmation customization,
in favor of new method that shares existing operator dialog code and
allows python configuration.

Pull Request: https://projects.blender.org/blender/blender/pulls/117564
2024-01-29 18:52:18 +01:00
Hans Goudey
359bfbcd78 Cleanup: Use enum class and forward declaration for paint mode 2024-01-26 18:43:13 -05:00
Hans Goudey
fb0d6198c0 Cleanup: Move remaining asset editors code to C++ namespace 2024-01-26 18:43:13 -05:00
Hans Goudey
2043df4816 Cleanup: Remove unnecessary AssetLibrary C wrapper type 2024-01-26 18:15:41 -05:00
Hans Goudey
0e6aad4742 Cleanup: Remove remaining asset editor headers to C++ 2024-01-26 18:15:40 -05:00
Hans Goudey
1bb358f423 Fix: Tooltip memory leak
Use std::string for custom tooltip function return value.
2024-01-26 14:39:05 -05:00
Jesse Yurkovich
ddd06eeb8f UI: Add ability to configure the header row of layout panels
There are many instances where customizing the header row is desired so
return both the header row layout and the main body layout.

For consistency and correctness, the arrow symbol and the is_open check
are always performed so callers only need to perform layout tasks.

The C++ side now receives a `PanelLayout` structure containing both:
```cpp
PanelLayout panel_layout = uiLayoutPanelWithHeader( ... );
uiItemL(panel_layout.header, ... );
if (panel_layout.body) {
    ...
}
```

And the Python side receives a tuple:
```python
header, body = layout.panel( ... )
header.label(...)
if body:
    ...
```

```python
import bpy
from bpy.props import BoolProperty

class LayoutDemoPanel(bpy.types.Panel):
    bl_label = "Layout Panel Demo"
    bl_idname = "SCENE_PT_layout_panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        scene = context.scene

        layout.label(text="Basic Panels")

        header, panel = layout.panel("my_panel_id", default_closed=True)
        header.label(text="Hello World")
        if panel:
            panel.label(text="Success")

        header, panel = layout.panel_prop(scene, "show_demo_panel")
        header.label(text="My Panel")
        if panel:
            panel.prop(scene, "frame_start")
            panel.prop(scene, "frame_end")

        layout.label(text="Customized headers")

        # Add a checkbox to the Panel header. text must be None for this panel
        header, panel = layout.panel("my_panel_id-2", default_closed=True)
        header.prop(scene, "use_checkmark", text="") # text must be empty for the checkbox
        header.label(text="Checkmark at beginning")
        if panel:
            panel.label(text="Success")

        header, panel = layout.panel("my_panel_id-3", default_closed=True)
        header.label(text="Buttons at the end")
        header.operator("mesh.primitive_cube_add", text="", icon='EXPORT')
        header.operator("mesh.primitive_cube_add", text="", icon='X')
        if panel:
            panel.label(text="Success")

        header, panel = layout.panel("my_panel_id-4", default_closed=True)
        header.prop(scene, "use_checkmark2", text="")
        header.label(text="Both")
        header.operator("mesh.primitive_cube_add", text="", icon='EXPORT')
        header.operator("mesh.primitive_cube_add", text="", icon='X')
        if panel:
            panel.label(text="Success")

bpy.utils.register_class(LayoutDemoPanel)
bpy.types.Scene.show_demo_panel = BoolProperty(default=False)
bpy.types.Scene.use_checkmark = BoolProperty(default=False)
bpy.types.Scene.use_checkmark2 = BoolProperty(default=False)
```

Pull Request: https://projects.blender.org/blender/blender/pulls/117248
2024-01-26 10:11:22 +01:00
Hans Goudey
9ab356fe6e Cleanup: Return Vector for View Layer objects and bases retrieval
This simplifies code using these functions because of RAII,
range based for loops, and the lack of output arguments.
Also pass object pointer array as a span in more cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/117482
2024-01-24 18:18:14 +01:00
Harley Acheson
ba096bae18 UI: TreeView Hierarchy Line with Region Zoom
Adjust size and positions of TreeView hierarchy lines as region is zoomed.

Pull Request: https://projects.blender.org/blender/blender/pulls/117420
2024-01-23 20:39:15 +01:00
Aras Pranckevicius
a705259b4b Cleanup: move imbuf .h files to .hh 2024-01-19 20:29:38 +01:00
Brecht Van Lommel
487adcb992 Fix: build error when not using unity build 2024-01-19 20:12:45 +01:00
Hans Goudey
21407901f8 Cleanup: Various clang tidy changes 2024-01-19 12:08:48 -05:00
Hans Goudey
7ca4dcac5a Cleanup: Use std::string for UI drop box tooltip return type
And use fmt for formatting strings.
2024-01-19 12:08:48 -05:00
Christoph Lendenfeld
5e28601d69 Anim: Separate keying flags
Splits the flag `..._FLAG_INSERTNEEDED` between autokey and
manual keying. The fact that this flag was shared between the two
systems has been the cause of issues in the past. It wouldn't
let you insert a keyframe even though you explicitly used an operator
to do so.

In order to be clearer what options are used where, the user preferences
have been reordered.

By default "Only Insert Needed" will be enabled for auto-keying, but not for manual keying.
The versioning code will enable both if it was enabled previously.

# Code side changes

The keying system has flags that define the behavior
when keys are inserted. Some of those flags were shared
between keying and auto-keying. Some were only used for
auto-keying.
To clarify that, prefix flags that used exclusively in one or the other
system with `AUTOKEY`/`MANUALKEY`

Also the flag name on the user preferences and the tool settings was renamed.
Previously it was called `autokey_flag`. To indicated that it is not only used
for autokeying, rename it `keying_flag`.

Fixes: #73773

Pull Request: https://projects.blender.org/blender/blender/pulls/115525
2024-01-19 16:26:10 +01:00
Hans Goudey
6abf43cef5 Cleanup: Use std::string to store and pass tooltip text
Store temporrary tooltip text as `std::string` instead of
manually allocated C strings. Use `fmt` to format instead
of our own formatting utilities that return an allocated C
string.
2024-01-19 09:27:56 -05:00
Hans Goudey
90c4e2e6ec Cleanup: Replace UI button "string info" function
Instead of a single function with variadic arguments, a special enum
type containing which string to request, and a special struct to
contain the request and the result, just use separate functions for
each request, and return a std::string by value. Also change the enum
item string access to just give access to the enum item itself and add
const in a few places as necessary.

The callers of the API function get much clearer this way, and it's
much easier to see which information is used to create certain tooltip
strings.
2024-01-19 09:27:56 -05:00
Jacques Lucke
4b47b46f9c Cleanup: rename PIL to BLI
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
2024-01-19 14:32:28 +01:00
Hans Goudey
f929fb5d77 Cleanup: Store uiBlock name as std::string
And change some adjacent code to benefit from the simplicity
and constant time access to the length of the string.
2024-01-18 16:13:00 -05:00
Thomas Dinges
64fc6d7890 Docs: Replace most wiki links with links to new developer docs
Exceptions:
* Links to personal wiki pages
* Pages that are not in the new developer docs yet (like Human Interface Guidelines)
* tools\check_wiki\check_wiki_file_structure.py needs a refactor
2024-01-18 16:49:38 +01:00
Alexander Gavrilov
b350d7a4c3 Shape Keys: support locking to protect from accidental editing.
It is very common for graphical editors with layers to support
locking individual layers to protect them from accidental edits due
to misclicks. Blender itself already supports locking vertex groups.
This adds lock toggles for shape keys, with lock/unlock all operators.

The flags are checked by sculpt brushes, edit mode transform tools,
and Smooth, Propagate and Blend From Shape operators. This selection
aims to cover operations that only deform the mesh, where the shape
key selection matters.

Topology changing operations always apply to all keys, and thus
incorrect shape key selection is less impactful. Excluding them
from the new feature greatly reduces the patch size.

Pull Request: https://projects.blender.org/blender/blender/pulls/104463
2024-01-18 13:17:24 +01:00
Campbell Barton
b8a340e630 UI: always return shortcuts from UI_but_string_info_get on request
Change the behavior of UI_but_string_info_get to fill in shortcuts
when requested.

Previously shortcuts were ignored for menus, because showing shortcuts
in tool-tips which are already displayed in the menu isn't needed.

Move this logic to tool-tip creation so other the shortcuts may be
accessed in other contexts.
2024-01-18 10:52:58 +11:00
Falk David
4a77cdf745 Cleanup: GPv3: Remove unused editor function 2024-01-17 16:53:56 +01:00
Falk David
f566f51f29 Cleanup: GPv3: Move curve smoothing to geometry namespace
Moves the `gaussian_blur_1D` and `smooth_curve_attribute` functions to the `geometry` namespace.

Pull Request: https://projects.blender.org/blender/blender/pulls/117238
2024-01-17 16:48:35 +01:00
Lukas Tönne
53e34dba80 Fix #115727: Draw panel buttons in the node editor side bar
In 13fac109 the node panels got support for individual option button
callbacks, but these were not included in the node editor side bar.
Only the older top-level buttons are drawn there.

The panel structure is currently not accessible in python since it is
part of the `NodeDeclaration` system. To draw node input sockets and
buttons in the correct panel order as they appear on the node, a new
template function `uiTemplateNodeInputs` has been added. This iterates
over declared panels and their contents in the appropriate order and
draws the buttons before sockets in the same panel.

Pull Request: https://projects.blender.org/blender/blender/pulls/116936
2024-01-16 13:37:57 +01:00
Campbell Barton
a294a9083e UI: don't show property shortcuts in menus
Operator shortcuts aren't shown in this case,
use the same logic for properties.
2024-01-16 14:09:37 +11:00
Campbell Barton
5082b644da Cleanup: use "space_text" prefix for functions taking a SpaceText
Differentiate between utility functions that take a Text & a SpaceText.
Also pass in const arguments.
2024-01-15 15:33:00 +11:00
Guillermo Venegas
950759a526 Cleanup: Move Text Editor runtime data to a separate allocation
The struct `SpaceText_Runtime` already separates runtime data from
`SpaceText`, however it is still allocated inside `SpaceText`, read and
write file operations still copy this data, but is override on read.

This changes separate allocation of `SpaceText_Runtime` from
`SpaceText`.

Ref !115418
2024-01-12 14:00:59 +11:00
Jacques Lucke
8896446f7e Python: add Python API for layout panels
This adds a Python API for layout panels that have been introduced in #113584.
Two new methods on `UILayout` are added:
* `.panel(idname, text="...", default_closed=False) -> Optional[UILayout]`
* `.panel_prop(owner, prop_name, text="...") -> Optional[UILayout]`

Both create a panel and return `None` if the panel is collapsed. The difference lies
in how the open-close-state is stored. The first method internally manages the
open-close-state based on the provided identifier. The second one allows for
providing a boolean property that stores whether the panel is open. This is useful
when creating a dynamic of panels and when it is difficult to create a unique idname.

For the `.panel(...)` method, a new internal map on `Panel` is created which keeps
track of all the panel states based on the idname. Currently, there is no mechanism
for freeing any elements once they have been added to the map. This is unlikely to
cause a problem anytime soon, but we might need some kind of garbage collection
in the future.

```python
import bpy
from bpy.props import BoolProperty

class LayoutDemoPanel(bpy.types.Panel):
    bl_label = "Layout Panel Demo"
    bl_idname = "SCENE_PT_layout_panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        scene = context.scene

        layout.label(text="Before")

        if panel := layout.panel("my_panel_id", text="Hello World", default_closed=False):
            panel.label(text="Success")

        if panel := layout.panel_prop(scene, "show_demo_panel", text="My Panel"):
            panel.prop(scene, "frame_start")
            panel.prop(scene, "frame_end")

        layout.label(text="After")

bpy.utils.register_class(LayoutDemoPanel)
bpy.types.Scene.show_demo_panel = BoolProperty(default=False)
```

Pull Request: https://projects.blender.org/blender/blender/pulls/116949
2024-01-11 19:08:45 +01:00
Hans Goudey
6438d0ad1f Cleanup: Grammar in comments 2024-01-11 11:01:50 -05:00
Campbell Barton
7a4f7a1d51 Cleanup: spelling in comments, comment blocks 2024-01-11 16:46:46 +11:00
laurynas
0d964f91a2 Curves: Add extrude operator
Adds extrude operator to new curves. Press key E in edit mode to invoke.
It works correctly on Bezier curves also, but result is weird as there is no
way to control Bezier handles interactively. Currently operator works the
same way as in old curves.

Algorithm idea is same as in https://archive.blender.org/developer/D15524

Pull Request: https://projects.blender.org/blender/blender/pulls/116354
2024-01-10 17:26:54 +01:00
Harley Acheson
f42071c793 UI: Updated Auto Keying Button Icon
Changing the icons used for auto keying to be more noticeable.

Pull Request: https://projects.blender.org/blender/blender/pulls/105574
2024-01-08 23:16:56 +01:00
Campbell Barton
617f7b76df Cleanup: comment block formatting 2024-01-08 11:31:43 +11:00
Campbell Barton
0ba83fde1f Cleanup: spelling in comments 2024-01-08 11:24:37 +11:00
Hans Goudey
709dcc50cf Cleanup: Use C++ math functions instead of macros
And remove the unused or now-unused macros.
2024-01-04 15:42:54 -05:00