Commit Graph

98 Commits

Author SHA1 Message Date
Hans Goudey
fbf47b9a12 Refactor: Use std::string for keymap string return values
The main simplification is using return values rather than return
arguments, and the additional semantic clarity from std::optional.
Also use `fmt` for formatting and use lambdas instead of macros
as helpers in a few modal keymap formatting functions.

Similar commits:
- a1792e98a4
- f04bc75f8c
- 6abf43cef5
- 7ca4dcac5a

Pull Request: https://projects.blender.org/blender/blender/pulls/117785
2024-02-07 14:22:54 +01:00
Hans Goudey
df8c85d3f9 Cleanup: UI Remove more unnecessary a1 and a2 parameters
Similar to 5155feeeb8. These had values without any meeting,
almost completely just 0 or -1 (which meant "find good values if possible"
anyway).
2024-02-05 14:38:11 -05:00
Hans Goudey
cfc68a1247 Fix #117813: Precision ignored for some slider buttons 2024-02-05 12:26:00 -05:00
Hans Goudey
945dc7c863 Cleanup: Use references and const in interface_layout.cc 2024-02-05 12:26:00 -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
Philipp Oeser
33fc594da1 Fix #117679: operator_menu_enum crashes for an unfound property
Caused by d6a6c3e1fc.

Code from d6a6c3e1fc was trying to get enum items for a property even if
the property itself was not found.

Now return early here (same as to how an early return happens if the
operator was not found).

Pull Request: https://projects.blender.org/blender/blender/pulls/117691
2024-02-01 01:50:55 +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
61fb2b17c8 Cleanup: Use std::string for WM API function return values 2024-01-29 16:33:49 -05:00
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
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
Bastien Montagne
03e0de14c5 Fix (unreported) wrong logic in reports about unknown operators.
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.
2024-01-24 21:02:27 +01:00
Hans Goudey
089c389b5c Cleanup: Store UI button drawstr with std::string
Similar to bff51ae66c
2024-01-22 14:54:44 -05:00
Hans Goudey
f2f9bce6c3 Cleanup: Avoid unnecessary .c_str() call 2024-01-22 11:17:56 -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
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
Hans Goudey
bff51ae66c Cleanup: Use std::string to store UI button string
This simplifies memory management and button string manipulation in
general. Just change one of the few strings stored in `uiBut` for now.

Pull Request: https://projects.blender.org/blender/blender/pulls/117183
2024-01-16 21:04:17 +01:00
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
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
Campbell Barton
5b9dcbdb8c Cleanup: remove use of scoped defer to ensure memory is freed
Using a single free call is simple and reduces the generated code side.
2024-01-10 14:21:04 +11:00
Jesse Yurkovich
268f93d763 Fix: memory leak during Property Search
An early return prevented the property item array from being free'd.

Pull Request: https://projects.blender.org/blender/blender/pulls/116860
2024-01-07 20:37:30 +01:00
Hans Goudey
09063a3632 Cleanup: Remove some indirect includes in common headers
The idea is to avoid mistakenly depending on indirect includes,
and avoid compile time overhead from unnecessary header parsing.

Pull Request: https://projects.blender.org/blender/blender/pulls/116664
2024-01-06 01:47:39 +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
Jacques Lucke
db8d381f71 Fix: layout panels headers don't take block width into account
Found while working on #116472.
2023-12-22 22:14:16 +01:00
Jacques Lucke
f824476bd5 UI: add support for uiLayout based panels
This adds support for so called "layout panels" which are panels that are created as part
of `uiLayout`. The goal is to make it easier to have expandable sections as part of a UI.

The initial use case for this are panels in the geometry nodes modifier. This patch provides
a better solution compared to what was attempted in #108565.

### Problems with Existing Approaches

Currently, there are two ways to create these expandable sections:
* One can define a new `Panel` type for each expandable section and use the `parent_id`
  to make this a subpanel of another panel. This has a few problems:
  * `uiLayout` drawing code is more scattered, because one can't just use a single function
    that creates the layout for an entire panel including its subpanels.
  * It does not work so well for dynamic amounts of panels (e.g. like what we need for
    the geometry nodes modifier to organize the inputs).
  * Typically, Blender uses a immediate-ui approach, but subpanels break that currently
    and need extra handling.
  * The order of panels is not very explicit.
  * One can't interleave subpanels and other ui elements, subpanels always come at the
    end of the parent panel.
* Custom solution using existing `uiLayout`. This is done in the material properties. It
  also has a few problems:
  * Custom solutions tend to work slightly different in different places. So the UI is less unified.
  * Can't drag open/close multiple panels.
  * The background color for subpanels does not change.

### Solution

A possible solution to all of these problems is to add support for panels to `uiLayout` directly:
```cpp
/* Add elements before subpanel. */
if (uiLayout *panel_layout = uiLayoutPanel(layout, ...)) {
  /* Add elements in subpanel, but only of the panel is open. */
}
/* Add elements after subpanel. */
```

Integrating subpanels with `uiLayout` has some benefits:
* Subpanels are treated like any other sub-layout and don't have unnecessary boilerplate.
* It becomes trivial to have a dynamic number of potentially nested subpanels.
* Resolves all mentioned problems of custom subpanel solutions.

### Open/Close State

The most tricky thing is to decide where to store the open/close state. Ideally, it should
be stored in the `region` because then the same layout panel can be opened and closed
in every region independently. Unfortunately, storing the state in the region is fairly
complex in some cases.

For example, for modifier subpanels the region would have to store an open/close state
for each panel in each modifier in each object. So a map with
`object pointer + modifier id + panel id` as key would be required. Obviously, this map
could become quite big. Also storing that many ID pointers in UI data is not great and
we don't even have stable modifier ids yet. There also isn't an obvious way for how to
clear unused elements from the map which could become necessary when it becomes big.

In practice, it's rare that the same modifier list is shown in two editors. So the benefit of
storing the open/close state in the region is negligible. Therefor, a much simpler solution
is possible: the open/close state can be stored in the modifier directly. This is actually
how it was implemented before already (see `ui_expand_flag`).

The implementation of layout panels in this patch is *agnostic* to how the open/close
state is stored exactly, as long as it can be referenced as a boolean rna property. This
allows us to store the state in the modifier directly but also allows us to store the state
in the region for other layout panels in the future. We could consider adding an API that
makes it easy to store the state in the region for cases where the key is simpler.
For example: `uiLayoutPanel(layout, TIP_("Mesh Settings"), PanelRegionKey("mesh_settings"))`.

### Python API (not included)

Adding a Python API is fairly straight forward. However, it is **not** included in this patch
so that we can mature the internal API a bit more if necessary, before addon developers
start to depend on it. It would probably work like so:

```python
if panel := layout.panel("Mesh Settings", ...):
    # Add layout elements in the panel if it's open.
```

Pull Request: https://projects.blender.org/blender/blender/pulls/113584
2023-12-22 17:57:57 +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
Campbell Barton
611930e5a8 Cleanup: use std::min/max instead of MIN2/MAX2 macros 2023-11-07 16:33:19 +11:00
Harley Acheson
dbd775c708 Revert "UI: Remove Colons from Property Names"
This reverts commit 8acd7a3c96.
2023-10-19 09:24:06 -07:00
Harley Acheson
8acd7a3c96 UI: Remove Colons from Property Names
Remove any automatic addition of the colon character to property names.

Pull Request: https://projects.blender.org/blender/blender/pulls/113797
2023-10-19 18:08:23 +02:00
Harley Acheson
3c4f84e0fc UI: Input Placeholders
Optional inline hint describing the expected value of an input field.

Pull Request: #112104
2023-10-12 11:44:08 -07:00
Harley Acheson
2c7d15b19c Merge branch 'blender-v4.0-release' 2023-10-12 10:33:29 -07:00
Harley Acheson
b688414223 UI: Type To Search And Space Bar Search
Continue allowing spacebar search for all dropdown and context menus,
but also add the ability to allow some menus to have type to search,
like Add Modifiers, Objects, Nodes.

Pull Request: https://projects.blender.org/blender/blender/pulls/113520
2023-10-12 17:54:59 +02:00
Harley Acheson
63f56fee91 Merge branch 'blender-v4.0-release' 2023-10-11 10:28:13 -07:00
Harley Acheson
d6a6c3e1fc UI: Highlight Selected Item in View3D Mode Menu
Allow the View3D "Mode" menu to highlight the currently-selected mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/112058
2023-10-11 19:27:02 +02:00
Harley Acheson
e00bd55576 Merge branch 'blender-v4.0-release' 2023-10-11 08:26:58 -07:00
Harley Acheson
aa88d9a8e3 Revert "UI: Input Placeholders"
This reverts commit b0515e34f9.
Unintentionally added to 4.0
2023-10-11 08:01:24 -07:00
Harley Acheson
61dc86b0eb Merge branch 'blender-v4.0-release' 2023-10-10 15:48:29 -07:00
Harley Acheson
b0515e34f9 UI: Input Placeholders
Optional inline hint describing the expected value of an input field.

Pull Request: https://projects.blender.org/blender/blender/pulls/112104
2023-10-11 00:47:13 +02:00
Jacques Lucke
663aa3538d UI: allocate panel runtime data separately
This results in better separation for what is stored in .blend files and what is not.
Also allows us to potentially use C++ in panel run-time data.

Pull Request: https://projects.blender.org/blender/blender/pulls/113502
2023-10-10 18:17:31 +02:00
Harley Acheson
35d3d52508 UI: Search All Menus with Space Bar
Allow initiating the search of any named menu by pressing space bar.

Pull Request: https://projects.blender.org/blender/blender/pulls/113299
2023-10-09 16:56:16 +02:00
Julian Eisel
e3d4cf9b3d UI: Allow popover panels to register own notifier listeners
This is necessary to let popovers redraw when asynchronously loading
data. For example to display assets or asset catalogs as they get
loaded. Needed for the asset shelf catalog selector popover. Menus
already do the same to allow populating the menu with assets as they get
loaded.
2023-09-27 11:31:21 +02:00
Hans Goudey
916d4c9d9b Cleanup: Move BKE_screen.h to C++
See #103343
2023-09-25 17:53:11 -04:00
Campbell Barton
e38ff7c06d Cleanup: use C++ comments for disabled code 2023-09-25 17:06:04 +10:00
Campbell Barton
fb5629adb3 Cleanup: reduce right shift in ui_litem_layout_radial 2023-09-21 20:15:09 +10:00
Campbell Barton
70dff0670b Fix #112610: Nested pie menu items can't be selected
Regression in [0] caused pie menus that contain layouts with buttons
not to be selectable.

[0]: a8db828618
2023-09-20 17:29:06 +10:00
Campbell Barton
b3f9663011 Cleanup: use a mask combining all pie menu directions
Avoid looping over buttons to check which directions are in use.
2023-09-14 16:10:36 +10:00
Thomas Barlow
6dd3c90185 UI: Change menu icons of single-choice enums to radio buttons
Show radio buttons for enum list items that are not multi-select (not
PROP_ENUM_FLAG).

Pull Request: https://projects.blender.org/blender/blender/pulls/111796
2023-09-13 19:24:16 +02:00
Jacques Lucke
7f9d51853c UI: support searching in menus
The basic idea is very simple. Whenever a supported menu is open, one can just
start typing and this opens a search that contains all the (nested) menu entries.

The main downside is that this collides with accelerator keys. Those are the
underlined characters in each menu. For now, we just enable this new searching
behavior in a few selected menus: Node Add Menu, View3D Add Menu and
Modifier Add Menu.

This new functionality can be enabled for a menu by setting
`bl_options = {'SEARCH_ON_KEY_PRESS'}` to true in the menu type.

The status bar shows `Type to search...` when a menu is opened that supports search.

Pull Request: https://projects.blender.org/blender/blender/pulls/110855
2023-09-06 18:16:45 +02:00
Jacques Lucke
b5c89822ac RNA: return PointerRNA from rna create functions
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.

This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
  Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
  patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.

No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.

Pull Request: https://projects.blender.org/blender/blender/pulls/111976
2023-09-06 00:48:50 +02:00
Harley Acheson
20427cb3ad Fix #102687: Use Proper Style for Label Length Estimation
When estimating widget sizes, ui_text_icon_width_ex() assumes that all
items are using the "widget" text style, which is incorrect for labels.
This PR uses widget_label style for uiItemL_ and the label portion of
ui_item_with_label.

Pull Request: https://projects.blender.org/blender/blender/pulls/111908
2023-09-05 00:58:57 +02:00