Commit Graph

4899 Commits

Author SHA1 Message Date
Julian Eisel
8b610723b6 Fix tooltip showing button label redundantly (regression)
With 9d0907560a, button tooltips would now often display the label even though
it's already visible in the button itself.

This fix brings back the old logic for displaying the label, but it's still
possible to override the label via the callback introduced in the earlier
commit.

Comments are updated/added here to make the behavior more clear.

Pull Request: https://projects.blender.org/blender/blender/pulls/110469
2023-09-21 14:49:53 +02:00
Christoph Lendenfeld
25031f8a86 Anim: Graph Editor Push/Pull operator
This finishes the work that Ares Deveaux started here #106527

Scales the selected keys from an imaginary line that
runs from the start to the end of the segment.

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/112388
2023-09-21 12:46:27 +02:00
Campbell Barton
e39940e255 Fix error from 106d2bb312
Swapped width/height for the image size.
2023-09-17 11:32:41 +10:00
Campbell Barton
106d2bb312 Cleanup: document ownership for uiTooltipField, add function attributes
- Document ownership.
- Make some arguments const.
- Use function style casts.
- Make width/height into a size[2].
2023-09-17 09:05:40 +10:00
Campbell Barton
c75a304b51 Cleanup: use lowercase ui prefix for enum, rename Color -> ColorID
Follow current conventions for types e.g. uiFontStyle, uiBlock etc.
Also rename UiTooltipColor to uiTooltipColorID since this isn't
storing the color.
2023-09-17 09:05:40 +10:00
Campbell Barton
7eae806dda Cleanup: format, spelling 2023-09-17 09:05:40 +10:00
Harley Acheson
6453b00f44 UI: Custom Tooltips with Optional Images
This adds an optional uiBut callback that allows creating a tooltip
line-by-line with specified style and color in any order. It also
allows adding images as well to create very informative tooltips.

Pull Request: https://projects.blender.org/blender/blender/pulls/105905
2023-09-15 21:06:30 +02:00
Julian Eisel
728d47f3e4 Asset shelf: Use asset representation for asset shelf BPY methods
Changes the `asset_poll()` and `draw_context_menu()` methods for asset
shelves to use the `AssetRepresentation` type, instead of `AssetHandle`.
The latter should be removed, so it's better to avoid using it in the
asset shelf BPY to avoid future compatibility breakage. This is possible
now with d421ebac5e.
2023-09-15 16:17:44 +02:00
Hans Goudey
cc83951951 Geometry Nodes: Update node tool menus dynamically
See #101778

Remove the requirement of restarting Blender to refresh the
extended 3D view menus for node group changes. Also avoid
rebuilding the tree of relevant assets and catalogs on every
redraw, since parsing asset libraries, etc. could become more
expensive than we want. Those two goals combined mean we
have to be more rigorous in how we invalidate the cached
catalog tree.

The first main change required is to clear the tree as asset libraries
are being read, similar to other dynamic asset menus. This is done
with a 3D view header listener rather than a menu listener in this case.

However, that isn't enough, because there is an issue with the asset
system where the "all" library isn't updated when the current file library
changes. The solution is to explicitly rebuild the "all" library's catalogs
when other asset libraries are changed.

The other necessity for dynamic updates is clearing the catalog tree
to be rebuilt when the node group "asset traits" are changed. This is
done with a new notifier type (with the goal of being a bit selective
about when we re-read assets). This _also_ requires running the
"presave" callback that builds asset metadata when updating the
property. Otherwise saving the file and sending the notifier is
necessary, which is too confusing.

Pull Request: https://projects.blender.org/blender/blender/pulls/112166
2023-09-14 17:43:33 +02:00
Hans Goudey
d2d4de8c71 Geometry Nodes: Show uncategorized assets in separate menus
In the add modifier menu, 3D viewport menus for node tools, and the node
editor add menu, assets not in catalogs are added to an "No Catalog"
menu rather than not being accessible at all.

This makes the default behavior when adding a node tool "not broken"
so at least something happens by default. The question of "How do I
add a catalog?" is much better than "Why didn't anything happen?"

Implements #111529
See #101778

---

![image](/attachments/b943e2c4-f660-4812-b9ab-f7c116b68b98)
![image](/attachments/e6ee94d7-cd14-475f-8fa6-abcc6774fd7e)
![image](/attachments/b1718d0c-4182-49c5-867a-1399082e98f0)

Pull Request: https://projects.blender.org/blender/blender/pulls/112355
2023-09-14 17:35:24 +02:00
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Amelie Fondevilla
08eb7f1c97 GPv3: Snap selected grease pencil frames
Update of the ACTION_OT_snap to take into account grease pencil frames.
Implemented modes are snap to current frame, nearest second, and nearest marker.

Pull Request: https://projects.blender.org/blender/blender/pulls/111507
2023-09-13 12:10:23 +02:00
Lukas Stockner
d169403d96 Cleanup: Format 2023-09-13 02:25:03 +02:00
Christoph Lendenfeld
12f8f926b2 Refactor: Rename functions and structs in keyframes_draw.cc
No functional changes.

While looking at the Dope Sheet drawing code to see if it
can be made faster I came across a bunch of functions with confusing names.

This PR tries to address that by:
* removing the `ED_` prefix from static functions
* adding it to non static functions
* renaming `AnimKeylistDrawListElem` to `ChannelListElement`
* renaming `AnimKeylistDrawList` to `ChannelDrawList`
* all `draw_..._channel` renamed to `ED_add_..._channel`
   since the function itself doesn't actually do any drawing
* generally simplifying the function names

Pull Request: https://projects.blender.org/blender/blender/pulls/111510
2023-09-12 16:08:16 +02:00
Julian Eisel
0519e8d711 UI: Remove panel name size limit for complex character languages
The previous limit of 63 bytes for the panel name was an issue for
languages where characters use multiple bytes. The UI would show panel
names truncated that had reasonably long/short names.

It's easy to support dynamically sized strings here, so do that instead
of using fixed size buffers.

Fixes #111927.

Pull Request: https://projects.blender.org/blender/blender/pulls/111979
2023-09-12 14:47:46 +02:00
Amelie Fondevilla
127eee87ce GPv3: Duplicate keyframes
Implementation of the duplicate and move operator for grease pencil frames.

The `ACTION_OT_duplicate` operator now creates duplicates of the selected frames and stores them in the layer runtime data.
The `TRANSFORM_OT_transform` operator is updated to take care of these duplicated frames.

Pull Request: https://projects.blender.org/blender/blender/pulls/111051
2023-09-12 12:07:15 +02:00
Christoph Lendenfeld
9e5e04e915 Animation: Rename Graph_OT_sample
After Renaming "Bake Curve" to "Samples to Keys" in #111049,
the name of the `GRAPH_OT_sample` operator needed renaming.
That is because the word "sample" is now used to describe FCurve
data in an uneditable state.

Rename to `GRAPH_OT_bake_keys` since baking is the term
used in animation to describe the action of creating dense key data.

Pull Request: https://projects.blender.org/blender/blender/pulls/112148
2023-09-12 09:32:18 +02:00
Amelie Fondevilla
e5325b3ee1 GPv3: Mirror grease pencil frames
Update of the `ACTION_OT_mirror` to take into account grease pencil
frames. Implemented modes are mirror over current frame, zero
frame, and selected marker.

Pull Request: https://projects.blender.org/blender/blender/pulls/111511
2023-09-11 17:49:16 +02:00
Hans Goudey
75d788f2d3 Nodes: Support shortcuts for adding specific node group assets from menu
Use the same method for passing assets to an operator as the newer node
group operator menus. This supports quick favorites and shortcuts for
specific assets.

Also fix a crash when a dynamic submenu is added to quick favorites.
That still doesn't work though-- the menu ends up being empty.
2023-09-11 08:20:39 -04:00
Amelie Fondevilla
6221ff436f GPv3: Jump to Selected/Previous/Next keyframe
Update of the following operators to take into account
grease pencil frames :
* SCREEN_OT_keyframe_jump, which jumps to the average
position of the selected frames, and
* ACTION_OT_frame_jump, which jumps to the previous/next
frame in the active channel.

Pull Request: https://projects.blender.org/blender/blender/pulls/111476
2023-09-11 12:32:01 +02:00
Amelie Fondevilla
fc5b0ba19a GPv3: Set keyframe type
Update of the animation operator "set keyframe type" to take into account grease pencil keyframes.

Pull Request: https://projects.blender.org/blender/blender/pulls/111472
2023-09-11 11:58:57 +02:00
Christoph Lendenfeld
1a73039499 Animation: Scale Average slider for Graph Editor
This patch has been originally authored by Ares Deveaux #106526

Scale the selected key segments to their average
Unlike just scaling using the transform tools, this scales to the average of each individual F-Curve segment.

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111744
2023-09-08 13:07:30 +02:00
Campbell Barton
9e41eccc6e Cleanup: spelling in comments 2023-09-08 17:12:29 +10:00
Campbell Barton
4fc5d287ac Cleanup: doxygen parameters, blank comment lines 2023-09-08 16:53:30 +10:00
Campbell Barton
45305a5ad1 Keymap: remove internal vert_without_handles option
This was needed while testing #96544, now all curve picking selects
bezier knots without handles - the option can be removed.

This is a functional change for the 2.7x keymap, however selecting
bezier points with handles isn't a useful difference to keep.
2023-09-08 16:40:59 +10:00
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
Hans Goudey
6da4b87661 Geometry Nodes: Extend add modifier menu with node group assets
Implements part of #111538.

Change the modifier add button to create a menu with submenus.
Extend the submenus dynamically with geometry node group assets.
This makes it much simpler to share and use custom modifiers.

Node groups get a new "Is Modifier" property, which is controllable
in a popover in the node editor header when the group is an asset.

The built in modifier can be rearranged in different categories in
a next step. For now the existing organization is used, except for
the geometry nodes modifier, which is called "Empty Modifier" and
put in the root menu.

The changes in !110855 and !110828 will be important to improve
interaction speed with the new UI. Those are planned for 4.0 as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/111717
2023-09-05 14:47:18 +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
Hans Goudey
da0c7ca0c2 Cleanup: Correct outdated tree view item comment 2023-09-01 23:07:51 -04:00
Hans Goudey
fa34992def Cleanup: Remove unnecessary includes from C++ data structure headers
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.

Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.

It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.

Pull Request: https://projects.blender.org/blender/blender/pulls/111801
2023-09-01 21:37:11 +02:00
Germano Cavalcante
d81a32dcaa UV: Deduplicate code that traverses each UV
The algorithm that traverses UV is a bit complex and is being iterated
a lot in different areas of the code.

This commit deduplicates this code by creating a foreach UV function.

At the moment only the `uvedit_ops.cc` file uses this function but
similar cleanups can also be done on many other files that use UVs.
2023-08-31 15:31:05 -03:00
Germano Cavalcante
91210d8172 Cleanup: Remove unused UV functions
The usages of `ED_uvedit_minmax` and `ED_uvedit_center_from_pivot` have
probably been replaced by `ED_uvedit_minmax_multi` and
`ED_uvedit_center_from_pivot_ex` in the process to support multi-object
editing and gizmo creation respectively.
2023-08-31 15:31:05 -03:00
Harley Acheson
b122faf705 UI: Consistent Menu/Block/Popup Content Ordering
All Content is shown in natural top-down order regardless of where it
is initiated.

Pull Request: https://projects.blender.org/blender/blender/pulls/109798
2023-08-31 20:24:53 +02:00
Hans Goudey
ceb3d75c18 Cleanup: Use const for context store variables
Generally the context store is owned by `uiBlock`. Other pointers
to the store (in `bContext` and other operator data) shouldn't change
it, so those variables are now const. One exception is the pointer in
`uiLayout`, but that has a clearly short lifetime, so that's okay.
2023-08-31 12:00:04 -04:00
Christoph Lendenfeld
9d0aed6589 Animation: Shear operator for Graph Editor
This is a combination of two PRs from Ares Deveaux: #106521 and #106522

This adds a new operator that allows shearing keys
based on the position of the segment ends.
By pressing `D` while the operator is in modal you can
switch if the operator takes the left or the right segment end as a reference.

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111735
2023-08-31 17:09:01 +02:00
Lukas Tönne
e071288ab2 Nodes: Panels integration with blend files and UI
Part 3/3 of #109135, #110272

Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.

The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces

All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.

Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.

The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.

A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.

This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).

Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
Sybren A. Stüvel
998136f7a7 Anim: replace Bone Groups & Armature Layers with Bone Collections
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:

- Bone collections are stored on the armature, and have a name that is
  unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
  of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
  collections.
- When a bone is in at least one collection, and all its collections in
  are hidden, the bone is hidden. In other cases (in any visible
  collection, or in no collection at all), the bone visibility is
  determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
  like bone groups were. Nestability of bone collections is intended to
  be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
  from both pose mode and edit mode.

Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.

Shortcuts:

- M/Shift+M in pose/edit mode: move to collection (M) and add to
  collection (shift+M). This works similar to the M/Shift+M menus for
  objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
  is likely to be removed in the near future, as the functionality
  overlaps with the M/Shift+M menus.

This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.

Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-29 14:31:18 +02:00
Harley Acheson
04285c2d0e UI: Node Grid Adjustments for Line Width
Have Line Width change Node Grid point size but NOT grid spacing.

Pull Request: https://projects.blender.org/blender/blender/pulls/111640
2023-08-29 06:33:21 +02:00
Campbell Barton
c388ff6f89 Viewport: show fractional FPS playback values
When the scenes FPS is not a whole number - display the fractional FPS
in the viewport. Previously, 29.97 FPS would round to 30 FPS for e.g.
2023-08-28 17:25:18 +10:00
Campbell Barton
7458d68b35 Scene: increase the number of FPS samples, use fixed-point arithmetic
Using a higher number of samples (enough samples to account for the last
second or two of playback for e.g.) can be useful when comparing minor
changes in overall playback speed, where the behavior of multi-threaded
operations can make the value jitter with 8 samples (default).

Using fixed-point arithmetic means the average FPS can be updated
by subtracting the oldest FPS sample before adding the new value,
instead of having to average an array of floats every draw.
Increasing the number of samples now only uses a little more memory
(20kb at most).

The error margin from using fixed-point arithmetic is under 0.5
microseconds per frame - more than enough precision for FPS display.
A commented define is included that shows the error margin when enabled.
2023-08-27 12:25:32 +10:00
Campbell Barton
b274952694 Cleanup: move scene FPS calculation into it's own file
Defining ED_scene_* functions in screen_edit.cc didn't make much sense.
Also make ScreenFrameRateInfo a private struct.
2023-08-26 19:02:02 +10:00
Lukas Tönne
9a4a167476 UI: Add a context argument to tree view item rename functions.
This is needed by #111348 to trigger updates of node groups in `Main`
after renaming panels. The `rename_button_fn` already has a context but
wasn't making use of it.

Pull Request: https://projects.blender.org/blender/blender/pulls/111522
2023-08-25 16:00:05 +02:00
Campbell Barton
b150b47720 UI: add a preference for the number of samples used for FPS playback
This was hard coded to 8, which can still result in a number that
jitters making the overall FPS difficult to measure.

The default is still 8, but this is now a preference that can be
increased for values that don't jitter as much.
2023-08-25 19:33:48 +10:00
Campbell Barton
4c0ef81926 Fix frame-rate display using times from previous playback
The average times weren't reset so the last draw time would be used
making the FPS seem low for the first ~10 or so frames.
The averages from the last time the playback operator ran were also
used which could be misleading although this was also limited to the
first 8 frames.

Resolve by freeing the ScreenFrameRateInfo on animation start/end.
2023-08-25 17:01:18 +10:00
Campbell Barton
1954baaed3 Fix frame-rate display with multiple viewports open
Calculating the average FPS was done in the draw function which
also overwrote the old value. With multiple viewports the same
time-delta would be written multiple times causing the FPS display
not to use use REDRAW_FRAME_AVERAGE as intended.

Resolve by only calculating the average once per frame change across
multiple viewports.
2023-08-25 16:24:41 +10:00
Campbell Barton
89c2e3c9dc Cleanup: remove unnecessary context argument to drawSnapping 2023-08-25 10:25:58 +10:00
Amelie Fondevilla
3dc93d6e38 GPv3: Display layer groups in grease pencil dopesheet
This patch adds a new type of channel for grease pencil layer groups, which works as an expandable summary channel of layers inside the group.

Pull Request: https://projects.blender.org/blender/blender/pulls/111015
2023-08-21 10:51:00 +02:00
Campbell Barton
33a05725be Cleanup: spelling in comments 2023-08-21 10:05:45 +10:00
Christoph Lendenfeld
0c26d4cc3e Fix: Number input on slider
When using a slider it is possible to enter numbers for an exact value
However that input was capped between 0 and 1,
which is no longer correct since the range can be arbitrary.

Additionally it was divided by 100 because the slider
operator system assumed we'd be working with percentages.

This fixes both of these issues.

Pull Request: https://projects.blender.org/blender/blender/pulls/111269
2023-08-18 17:29:41 +02:00
Christoph Lendenfeld
bb8766ef01 Animation: Match Slope slider
It blends selected keys to the slope of neighboring ones.
It is used to push the segment closer to the values of the next or previous pose.

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/110567
2023-08-17 10:28:46 +02:00