Commit Graph

296 Commits

Author SHA1 Message Date
Philipp Oeser
79a7bdf33e Cleanup: remove empty statements 2024-02-02 11:57:51 +01:00
Hans Goudey
7fa5fc02b7 Cleanup: Move BLF headers to C++ 2024-01-31 14:04:56 -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
Hans Goudey
0618de49ad Cleanup: Replace MIN/MAX macros with C++ functions
Use `std::min` and `std::max` instead. Though keep MIN2 and MAX2
just for C code that hasn't been moved to C++ yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/117384
2024-01-22 15:58:18 +01:00
Bastien Montagne
af5731ce03 Cleanup: Move BKE_idtype.h to Cpp header BKE_idtype.hh 2024-01-20 19:17:36 +01:00
Aras Pranckevicius
a705259b4b Cleanup: move imbuf .h files to .hh 2024-01-19 20:29:38 +01:00
Hans Goudey
ff657f28d0 Fix #117235: Frame node sorting sometimes incorrect
Sometimes a frame node can't be behind another because of parenting.
Comparing the two nodes with `compare_node_depth` would give that
result too, but sometimes every combination of frame node isn't tested.
In that case, the existing values of `ui_order` matter, and we should start
the sort there. So first sort based on the existing order, then do a stable
sort to fulfill the constrains coming from  selection and parenting.
2024-01-18 16:13:00 -05:00
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
Hans Goudey
3e76a1a6c2 Cleanup: Move BKE_lib_id.h to C++ 2024-01-15 12:44:14 -05:00
Damien Picard
3bd41cf9bc I18n: Go over TIP_ and IFACE_ usages, change to RPT_ when relevant
The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.

This commit uses the new macro to translate many strings all over the
UI.

Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
  because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
  manually, but they are handled by a new regex in the translation
  system.

Pull Request: https://projects.blender.org/blender/blender/pulls/116804

Pull Request: https://projects.blender.org/blender/blender/pulls/116804
2024-01-12 13:37:32 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Hans Goudey
d8497e48e1 Cleanup: Use is_empty() instead of size() == 0 2023-12-11 15:47:11 -05:00
Jacques Lucke
a23bd3d7f3 Nodes: add node callback for extra info that is drawn above node
This allows nodes to show some extra information next to the node. This can be
useful for debugging and will likely also be used for the new Bake node (#115466).

Pull Request: https://projects.blender.org/blender/blender/pulls/115805
2023-12-05 15:57:40 +01:00
Bastien Montagne
3acb64e7ac BKE_main: move header to be a fully CPP one.
Pull Request: https://projects.blender.org/blender/blender/pulls/115681
2023-12-01 20:38:54 +01:00
Jacques Lucke
74dd1e044b Nodes: improve socket picking tolerances
The goal here is to make it easier to make node links. Previously, it was quite
easy to accidentally start box selection or to trigger the link-drag-search when
that was not intended.

Now, the tolerances are a bit easier to work with. Also, instead of trying to use
the first socket that is close enough, it will find the closest socket instead. It feels
much better in my testing already, but obviously the values can be tuned more
with some testing.

Also we have to make sure to not accidentally make other things like resizing
nodes harder.

Pull Request: https://projects.blender.org/blender/blender/pulls/115010
2023-11-25 15:23:31 +01:00
Leon Schittek
0335b6a3b7 UI: Improve menu dropshadow
Improvements to the drawing of shadows, used with blocks, menus, nodes,
etc. Improvements to shape, especially at the top corner or at extremes
of widget roundness. Allows transparent objects to have shadows. This
is a nice refactor that removes a lot of code.

Pull Request: https://projects.blender.org/blender/blender/pulls/111794
2023-11-24 22:50:20 +01:00
Lukas Tönne
c845233d1c Nodes: Move ValueOrField struct into blenkernel
This struct is currently defined in the `functions` module but not actually used there. It's only used by the geometry nodes module, with an indirect dependency from blenkernel via simulation zone baking. This scope is problematic when adding grids as socket data, which should not be part of the functions module.

The `ValueOrField` struct is now moved to blenkernel, so it can be more easily extended to other kinds of data that might be passed around by geometry nodes sockets in future. No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/115087
2023-11-18 13:11:39 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Julian Eisel
ecbb77c558 UI: Support dragging over node panel headers to batch (un)collapse
Makes it possible to swipe over panel header to batch open/collapse all
panels the mouse draged over. Normal panels and sub-panels support this
too.

Two changes were needed:
- Support "drag toggle" feature for `UI_BTYPE_BUT_TOGGLE` - all toggle
  buttons should/can support this.
- Allow querying the pushed state from the button used for the
  collapsing. Multiple ways to do this, in this case simply using the
  pushed state query callback seemed simplest.

Pull Request: https://projects.blender.org/blender/blender/pulls/114560
2023-11-07 10:59:33 +01:00
Omar Emara
99712d17fd Merge branch 'blender-v4.0-release' 2023-11-06 11:49:24 +02:00
Omar Emara
54e35e7388 Nodes: Draw using draw_color_simple as a fallback
If the draw_color method is not defined, try to use draw_color_simple as
a fallback. If not defined either, fallback to a magenta color.

The patch also updates the description of the method to clarify its use.

Pull Request: https://projects.blender.org/blender/blender/pulls/114527
2023-11-06 10:47:32 +01:00
Iliya Katueshenock
510a5d3403 Fix: Nodes: Float draw position for sockets
Here is too many inconsistencies in used data type for coordinates.
That commit change int to float for socket draw. There is still many
node/text/other ui draw code with mix up int's and clamped floats
(to looks like int's). That fix is just small step to finally just use float.

Pull Request: https://projects.blender.org/blender/blender/pulls/114114
2023-11-03 10:36:20 +01:00
Omar Emara
37da2ac881 Merge branch 'blender-v4.0-release' 2023-11-01 10:33:27 +02:00
Omar Emara
cbcfca0a19 Fix #112716: Custom sockets ignore draw_color method
Customs sockets always ignore their draw_color method and are always
drawn using a magenta color.

This is a regression that was introduced in e071288ab2. The commit used
the simple variant even for drawing nodes where a context is available.
So this patch mostly reverts those changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/114148
2023-11-01 09:29:56 +01:00
Brecht Van Lommel
39107b3133 Revert changes from main commits that were merged into blender-v4.0-release
The last good commit was 8474716abb.

After this commits from main were pushed to blender-v4.0-release. These are
being reverted.

Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
2023-10-30 21:40:35 +01:00
Campbell Barton
e7e4e63313 Cleanup: spelling in comments, white-space in comments 2023-10-19 18:53:16 +11:00
Leon Schittek
d9225ac121 Merge branch 'blender-v4.0-release' 2023-10-14 10:07:09 +02:00
Leon Schittek
b93dbaba1d Fix: Node Editor: Improve info panel drawing
Fix papercuts with the info panel:
1. Make the panel extend behind hidden nodes
2. Don't let it become smaller than the node itself, when resizing

Pull Request: https://projects.blender.org/blender/blender/pulls/113411
2023-10-14 09:37:03 +02:00
Bastien Montagne
86fb43d57a Merge commit '2d703e9200985122b4b953be67b452f7679bf113'
Conflicts:
	source/blender/nodes/NOD_node_declaration.hh
2023-10-12 18:56:12 +02:00
Damien Picard
2d703e9200 I18n: add label declaration to node sockets so they can be shortened
In !112591, nodes got the ability to group sockets into panels. The
labels for these sockets are automatically shortened if they begin
with the same text as their parent labels. For instance, "Transmission
Weight" will be shortened to just "Weight" because it is under the
"Transmission" panel.

While this is a good heuristic for English, it breaks down in
languages which do not have the same word order.

This commit adds a `.short_label()` callback to socket declarations so
that a shortened label can be explicitly declared.

It also adds two regexps to the translation script so that these new
fields can be extracted to the .po translation files. One extracts the
label with a translation context, the other without. Only the one
without context is currently in use.

The current automatic shortening logic is kept and will be used only
if a shortened label is not manually provided.

Fixes #112970: Node socket labels under panels are not shortened when
translated.

Pull Request: https://projects.blender.org/blender/blender/pulls/113070
2023-10-12 17:51:37 +02:00
Falk David
3931a54e08 GPv3: Initial Geometry Nodes support
This implements the core changes for this design: https://devtalk.blender.org/t/grease-pencil-integration-into-geometry-nodes/31220

The changes include:
* Add `CustomData` for layer attributes
* Add attribute support for the `GreasePencilComponent` to read/write layer attributes. Also introduces a `Layer` domain.
* Implement a `GreasePencilLayerFieldContext` and make `GeometryFieldContext` work with grease pencil layers.
* Implement `Set Position` node for `Grease Pencil`.

Note: These changes are only accessible/visible with the `Grease Pencil 3.0` experimental flag enabled.
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/112535
2023-10-10 16:49:30 +02:00
Hans Goudey
1ccba4d9fe Nodes: Use index instead of reordering for draw order
Currently nodes are reordered so that the "on top" nodes are last in
the list. Node order changing for simple operations like selection
means we either have to reevaluate the node tree data-block on
selections or accept that the evaluated order can be different from the
original. Currently we do the latter (see d76a0e98ba), but
makes it complex to access nodes by index, and is hard to reason about.

Instead of reordering nodes, store the ui order in the node itself
and sort the nodes before drawing them or doing any processing
that depends on the "depth."

The "selected_nodes" list in the context is no longer ordered by the
recent selection.

Pull Request: https://projects.blender.org/blender/blender/pulls/113419
2023-10-10 10:57:51 +02:00
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Damien Picard
b05db089af I18n: translate node panel titles
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
2023-10-03 18:24:19 +02:00
Lukas Tönne
9e79487c4f Fix #112588: Hide node panels when all sockets are hidden
The panel state gets a new flag to indicate if content is visible.
This gets updated in the visibility pass during node drawing.

Pull Request: https://projects.blender.org/blender/blender/pulls/113003
2023-09-28 11:24:48 +02:00
Brecht Van Lommel
488469e7c5 Fix excessive padding at bottom of nodes with panels
After refactoring in 2f1b8f59e3.
2023-09-27 19:05:41 +02:00
Lukas Tönne
2f1b8f59e3 Cleanup: Nodes: Simplify drawing function
The node drawing function currently uses a stack-based traversal of
interface items. This is hard to read and for this purpose a recursive
function is easier to understand.

Pull Request: https://projects.blender.org/blender/blender/pulls/112860
2023-09-27 11:48:40 +02:00
Jacques Lucke
c8cc169d6f Geometry Nodes: add Inspection Index to Repeat Zone
Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.

In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.

Pull Request: https://projects.blender.org/blender/blender/pulls/112818
2023-09-27 11:09:39 +02:00
Lukas Tönne
354915cf3c Nodes: revert the inline (pass-through) socket feature
Inlined sockets in the same vertical space are no longer supported.
This removes `input_output` socket declarations, the inlining feature in
node drawing, and the `Both` option for node group interface sockets.

Versioning code splits existing node group sockets into individual
sockets again. Unfortunately some links may get lost in versioning files
using the feature, because of an unnoticed bug: Socket identifiers have
to be unique in the node group items list but inlined input/output
sockets have the same identifier. This still works for most situations
because uniqueness is only required within input/output lists. Creating
proper unique identifiers will discard any link from the previous output
socket. This cannot easily be fixed without `after_linking` versioning
code, which should be avoided.

Pull Request: https://projects.blender.org/blender/blender/pulls/112560
2023-09-22 16:56:59 +02:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Hans Goudey
89422a7719 Fix: Crash drawing node with null panel name
Don't call `strlen` on a null pointer.
2023-09-21 14:02:22 -04:00
Brecht Van Lommel
13fac109d3 UI: support drawing buttons inside node panels
With a callback to node panels similar to the one for nodes. Used in the
Principled BSDF to place enums in the relevant panels.

Longer term we want to make enums into sockets, but even then there are
still potentially some types of buttons we want to have in panels.

Pull Request: https://projects.blender.org/blender/blender/pulls/112591
2023-09-21 18:46:30 +02:00
Brecht Van Lommel
8e602d914b UI: draw node panels in material properties editor
The layout for this is not great but consistent with existing
collapse/expand functionality there. There are ideas to replace this
entire material properties drawing longer term, but for 4.0 it's
important to show the panels in some way.

Pull Request: https://projects.blender.org/blender/blender/pulls/112591
2023-09-21 18:46:30 +02:00
Brecht Van Lommel
a4a5ac545c UI: shorten node socket labels when they start with the panel name
Shortening names based on context is something we do in the user
interface throughout Blender. This is a simple automatic mechanism to do
it for node panels as well, which significantly improves the Principled
BSDF layout.

We want the properties and sockets to be identifiable outside of the
panel contextcontent, for example in the animation editor, API docs, or
when exposing a single socket as a group input. So making the actual
name shorter is not an option.

Pull Request: https://projects.blender.org/blender/blender/pulls/112591
2023-09-21 18:46:30 +02:00
Lukas Tönne
36b90acde1 Node drawing: fix uninitialized node color return value
Bug in #112658.
2023-09-21 12:07:18 +02:00
Lukas Tönne
b00c2f9ac4 Fix #112622: draw_color_simple is optional for custom nodes
Use magenta fallback color for sockets without a `draw_color_simple`
callback. This is not ideal, but without a context or node instance
the older `draw_color` callback can't be used.

Pull Request: https://projects.blender.org/blender/blender/pulls/112658
2023-09-21 11:25:55 +02:00
Jacques Lucke
3eb7e453e4 Nodes: add internal node zone type
The goal is to reduce redundancy by abstracting over the different types of node
tree zones. This makes it easier to add new zone types and makes the intend of
code more clear. For example, now it is more obvious what code deals with zones
in general and what does simulation specific things.

Pull Request: https://projects.blender.org/blender/blender/pulls/112531
2023-09-20 14:40:56 +02:00
Brecht Van Lommel
0706cfeea0 UI: improve vertical spacing in node panels
There was too little in some places, especially at the top of panel headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/112593
2023-09-20 11:56:40 +02:00
Lukas Tönne
78315faf8f Fix #112490: Always draw socket icons in "hidden" nodes
In #112326 the socket visibility functions were updated to take the
open/closed state of panels into account for visibility of the socket
icon. However, in "hidden" (collapsed) nodes the panels should be
ignored entirely, drawing all sockets on the root level. This requires
looking at the node flags to determine socket icon visibility, so a
simple method of `bNodeSocket` is not sufficient.

This patch moves the more complex visibility queries for sockets into
`bNode`, where both node and socket flags can be accessed. These should
be used for actual visibility rather than the plain flag accessors on
`bNodeSocket`.

Renamed `is_visible_or_panel_closed` back to just `is_visible`, the
other `is_visible` variant is now integrated in `bNode::is_socket_drawn`.

Pull Request: https://projects.blender.org/blender/blender/pulls/112520
2023-09-19 10:47:21 +02:00
Lukas Tönne
5d77d8d832 Fix #112233: Panel collapsed state should not hide socket links
#112019 included open/closed state of the parent panel in socket
visibility calculation. This prevents dragging links, but also disables
other features that should still work, such as drawing links.

A narrower condition is needed for icon visibility vs. general socket
visibility. The cases which use the new `is_icon_visible` condition:
- Drawing socket selection outlines (same as unselected sockets)
- Drawing multi-input sockets (same as unselected sockets)
- `node_find_indicated_socket`, used by a wide range of mouse click
  operators, including the link-drag operator that was cause for
  #112019.

Cases using the original `is_visible` (true even if parent panel is
collapsed):
- `nodeLinkIsHidden` draws links only when at least one socket is
  visible.
- `node_update_basis`, sockets still added to layout even if icon isn't
  rendered.
- `node_update_hidden`, panels are ignored for "hidden" nodes, all
  sockets are rendered.
- `NODE_OT_link_make` operator for finding "best" sockets to connect.
- `node_link_viewer` finding sockets to connect to a viewer node.
- `get_main_socket` used for insert-on-links (find sockets to splice
  into) and some shader previews
- `node_gather_link_searches`, suggestions for adding a new node at the
  end of a link.

Pull Request: https://projects.blender.org/blender/blender/pulls/112326
2023-09-15 12:57:56 +02:00