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
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.
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
For icons that represent collapsible and collapsed content we use a
variety of icons: chevrons and closed triangles of varying
proportions. This PR makes everything use a chevron for consistency.
Pull Request: https://projects.blender.org/blender/blender/pulls/116240
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
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
When clicking on an expandable item in the tree view, it used to
automatically expand that item. This has now been removed; clicking just
makes that item the active one.
This impacts all tree views. The authors of the following ones have been
consulted on this, and all agreed it was a good idea:
- Asset Catalogs
- Bone Collections
- Grease Pencil Layers
- Node Panels
- Light Linking (uses tree view, but just to present a flat list)
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.
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
Reduce cognitive complexity of `ui_but_anim_flag()`. Early returns, less
indentation, and variable declarations close to where they are used.
No functional changes.
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
Add the 'solo' flag to bone collections, effectively adding another
layer of visibility controls.
If there is _any_ bone collection with this flag enabled, only this
collection (and others with this flag enabled) will be visible.
In RNA, the following properties are exposed:
- `bone_collection.is_solo`: writable property to manage the solo flag.
- `armature.is_solo_active`: read-only property that is `True` when any
bone collection has `is_solo = True`.
The RNA property `bone_collection.is_visible_effectively` now also takes
the solo flag into account.
Pull Request: https://projects.blender.org/blender/blender/pulls/117414
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
This (likely copy-pasted) check to report either an unknown operator
type, or a known operator type missing its RNA struct definition, had a
reversed logic. It would report a 'missing srna' for unknown operator,
and vice-versa.
Dragging on a color value slider in the color picker will assert for
an invalid string offset. We now using std::string for uiBut->str, the
string is empty and we are checking against str[1]. This replaces that
with an std::basic_string::find which handles this fine.
Pull Request: https://projects.blender.org/blender/blender/pulls/117455
Caused by 089c389b5c. Previously the draw string was created
by appending text inside the buffer multiple times. Now it's formatted
in one step. Part of that change was missing for factor display.
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.
In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.
This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.
BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117350
In the Bone Collection tree, mark bone collections that contain any
selected bones with a hollow dot.
As before, collections containing the active bone are still hown with a
filled dot.