Commit Graph

7362 Commits

Author SHA1 Message Date
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
Campbell Barton
ae29c8d950 Fix font sub-pixel AA impacting character spacing when AA is disabled 2024-01-17 18:36:54 +11:00
Hans Goudey
a2032a9aa5 Fix: Tooltip contains bogus text after recent button string cleanup
The code still needs to differentiate a null string from an empty
string in one cast I missed earlier.
2024-01-16 19:32:05 -05:00
Hans Goudey
35028d9480 Fix: Memory leaks after recent button string cleanup 2024-01-16 19:18:37 -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
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
Harley Acheson
dc18622572 Fix: Handle Deleted Files in the Recent List
Handle items in the Open Recent list being unavailable. Keep current
overall behavior, but show "File Not Found" on the tooltip.

Pull Request: https://projects.blender.org/blender/blender/pulls/117139
2024-01-15 19:23:01 +01:00
Hans Goudey
3e76a1a6c2 Cleanup: Move BKE_lib_id.h to C++ 2024-01-15 12:44:14 -05:00
Campbell Barton
1fd2573b53 Fix #92478: Shortcuts not shown in pie menu tooltips 2024-01-15 14:35:20 +11:00
Campbell Barton
c00cd902ce Cleanup: use usernames in code-comments
Also remove my name in a few cases where it doesn't seem necessary.
2024-01-14 11:50:02 +11:00
Harley Acheson
458ef077c9 UI: Don't Emboss Within a Stack of Buttons
Only emboss individual buts or the bottom of a stacked group.

Pull Request: https://projects.blender.org/blender/blender/pulls/116921
2024-01-12 19:58:42 +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
d0359d066d UI: context menu support for changing menu & panel shortcuts
While the shortcuts would be shown for menus & panels,
there was no way to edit them from the context menu.

This was reported as a bug since moving "Undo History" from an operator
to a menu meant it was no longer possible to assign a shortcut from
the context menu.

Resolves: #97431.
2024-01-11 11:18:57 +11:00
Harley Acheson
4e0d604035 Fix #116950: Redraw Issues in Open Recent Previews
When drawing tooltips that include images the blend mode must be left
with GPU_BLEND_NONE, otherwise can interfere with later drawing. Also
slight refactor in that buttons with a custom tooltip function get a
"ui_tooltip_data_from-*" function like the other types.

Pull Request: https://projects.blender.org/blender/blender/pulls/117001
2024-01-10 20:34:52 +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
Sybren A. Stüvel
c4376c58e9 Refactor: Anim, remove unnecessary method override
Remove the `BoneCollectionItem::supports_collapsing()` method, as the
parent class already does exactly the same thing. No need to override that.

No functional changes.
2024-01-09 12:59:39 +01:00
Sybren A. Stüvel
e5b6126961 Cleanup: add missing const
Just a missing `const`, no functional changes.
2024-01-09 12:55:30 +01:00
Sybren A. Stüvel
9aa4f28921 UI: use std::abs() to ensure floating point values are handled properly
Explicitly use `std::abs()` instead of `abs()`, so that it returns
`float` when its argument is `float`.

Clang was warning: using integer absolute value function 'abs' when
argument is of floating point type.
2024-01-09 12:50:48 +01:00
Bastien Montagne
d13edee3e0 UI/Code: Fix typos and other UI messages issues. 2024-01-08 12:03:35 +01:00
Campbell Barton
40444b35d1 Cleanup: various non-functional changes for C++ 2024-01-08 11:31:43 +11:00
Campbell Barton
0ba83fde1f Cleanup: spelling in comments 2024-01-08 11:24:37 +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
Hans Goudey
15ae8c3064 Cleanup: Move remaining window manager headers to C++ 2024-01-04 14:30:21 -05:00
Jonas Holzman
00ef4f9309 Fix: Do not show WM_OT_clear_recent_files on Splash
New operator to clear recent files list should show in the topbar list,
but not be shown on the Splash screen list.

Pull Request: https://projects.blender.org/blender/blender/pulls/116785
2024-01-04 17:50:03 +01:00
Sybren A. Stüvel
6cfbf9ef2f Anim: hierarchical visibility for bone collections
Bone collection visibility now respects their hierarchy.

A bone collection is only visible when it is marked as visible and all
its ancestors (so parents, greatparents, etc.) are visible. Root bone
collections have no ancestors by definition, and only consider their own
visibility.

The effective ancestors' visibility is stored on each bone collection,
in its `BONE_COLLECTION_ANCESTORS_VISIBLE` flag. This makes it possible
to determine the effective visibility from just the flags of the bone
collection itself.

The `BONE_COLLECTION_ANCESTORS_VISIBLE` flag is now stored, with the
other flags, in `BoneCollection::flags`. This means that it's stored in
DNA, even though it's derived data and should actually be stored in a
runtime struct. However, `BoneCollection` doesn't have any runtime
struct yet, and I don't feel that the introduction of this flag is a
good enough reason to introduce that just yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/116784
2024-01-04 17:43:16 +01:00
Harley Acheson
0b0e0601a1 UI: Recent Menu Previews
Recent Menu item tooltips showing details and preview image.

Pull Request: https://projects.blender.org/blender/blender/pulls/112644
2024-01-04 00:46:48 +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
Sybren A. Stüvel
129fb2eab8 Anim: make bone collections hierarchical
Make it possible to nest bone collections. The data structure on the
armature is still a flat array. It is organised as follows:

- Sibling collections (i.e. ones with the same parent) are stored
  sequentially in the array.
- Each bone collection keep track of the number of children, and the
  index of the first child.
- Root collections (i.e. ones without parent) are stored as the first
  elements in the array.
- The number of root collections is stored on the Armature.

This commit also contains the following:

- Replaced the flat UIList of bone collections with a tree view.
- Updated the M/Shift+M operators (move/assign to collection) to work
  with hierarchical bone collections.
- Updated RNA interface to expose only root collections at
  `armature.collections`. All collections are available on
  `armature.collections.all`, and children at `bonecollection.children`.
- Library override support. Only new roots + their subtrees can be added
  via overrides.

See https://projects.blender.org/blender/blender/issues/115934

Co-authored with @nathanvegdahl and @nrupsis.

Pull Request: https://projects.blender.org/blender/blender/pulls/115945
2023-12-28 18:14:55 +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
Brecht Van Lommel
ec01ee0196 Fix #116471: some menus incorrectly display vertical on macOS
Take into account retina pixel size for estimating window width when
checking if the menu fits.
2023-12-22 18:23:32 +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
Harley Acheson
548b45d13b Revert #116228: Check Interactivity in button comparisons
Revert of 5741f7b8a9 as this has caused issues as reported in #116384
and #116426.

Pull Request: https://projects.blender.org/blender/blender/pulls/116437
2023-12-21 17:08:47 +01:00
Aras Pranckevicius
fec8461365 Cleanup: move BKE_colorband.h and BKE_colorcools.h to .hh
Also remove includes of those where not needed

Pull Request: https://projects.blender.org/blender/blender/pulls/116416
2023-12-21 10:10:53 +01:00
Harley Acheson
13208038da UI: Show "No results found" for empty searches
For menu and operator searches, and for File and Asset Browser
filtering, show "No Results Found" when there is nothing to show.

Pull Request: https://projects.blender.org/blender/blender/pulls/116201
2023-12-20 20:53:48 +01:00
Hans Goudey
19001c9e6c Cleanup: Move attribute domain enum to C++ header, use enum class
Each value is now out of the global namespace, so they can be shorter
and easier to read. Most of this commit just adds the necessary casting
and namespace specification. `enum class` can be forward declared since
it has a specified size. We will make use of that in the next commit.
2023-12-20 13:25:28 -05:00
Bastien Montagne
25ab53a4af Cleanup: Remove LibOverride Template experimental feature.
This was added at the start of the project, as a way for the source
library to control what would be overridable by the user of the data
(production files).

The implementation never went beyond the experimental area, and only
exposed in the python API then. The idea has been superseeded by the
'cherry-pick' design, so there is no point in keeping this code any
longer.
2023-12-20 17:57:24 +01:00
Harley Acheson
5741f7b8a9 Fix #114461: Check Interactivity in button comparisons
Implementation of Julian Eisel's idea of including interactivity in
button comparisons to avoid bad label matches.

Pull Request: https://projects.blender.org/blender/blender/pulls/116228
2023-12-20 01:14:10 +01:00
Damien Picard
faefaa4447 I18n: extract and disambiguate a few messages
Extract:
- Compositor error messages.
- `bUnitDef`s were broken after cleanup commit 2b77cd726d. Since each
  unit's "display name" is now preceded by a consistent "name_display"
  comment, the regex which extracts the unit is greatly simplified.
  It now relies on the presence of the comment instead of the struct
  order.
- "Preset" menu and "Apply Preset" button from the curveprofile
  template.
- Operator labels from the catalog context menu.

Disambiguate:
- "Bake Data": can mean "Which data to bake" (verb), or "The data that
  were baked" (noun).
- "Cache" in the Simulation Nodes panel is a verb, not a noun.
- "Mix" in the snapping menu is a noun, not a verb.
- "Top" and "Bottom" can mean the upper part of an object or the
  highest point or element of something like a menu or list.

Pull Request: https://projects.blender.org/blender/blender/pulls/115963
2023-12-19 18:41:09 +01:00
Bastien Montagne
f01bc93bcf Cleanup: Move BKE_blendfile headers to CPP. 2023-12-13 12:36:45 +01:00
Omar Emara
123da3412b Cleanup: Move Cryptomatte node defines into enums 2023-12-13 12:40:34 +02:00
Guillermo Venegas
c00c8b1b37 IO: Add support for multiple drag-n-drop files
There are operators in Blender that allow the user to import multiple
files at the same time, however this functionality is only implemented
when importing with blender's file browser, drag and drop files only
takes first selected file.

The patch adds support for drag and drop multiple files.

Notes:
* The files are filtered according to the extension of the first
  selected file.
* Not all operators that import files support importing multiple files,
  so they will still import one.
* Changes must be made to allow importers to read all file paths.

This will be used in upcoming drag & drop import.

Pull Request: https://projects.blender.org/blender/blender/pulls/107230
2023-12-12 18:46:12 +01:00
Damien Picard
6428f2329e Anim: reorder "View in Graph Editor" buttons in the context menu
In the property context menu, the operator to View in Graph Editor can
apply to a single value or all values of a vector property.

Currently, these two options are presented in this order (Single, then
All), while all other operators (replace, delete, clear, add to keying
set, reset, copy to selected) follow the opposite order (All, then
Single).

This commit inverts this order for consistency's sake.

Pull Request: https://projects.blender.org/blender/blender/pulls/115962
2023-12-12 09:29:03 +01:00
Harley Acheson
639272ef77 Fix #100784: Truncate Text with Ellipsis inside Number Inputs
When a property name is shown inside of a numerical input, truncate
with ellipsis if it cannot fit.

Pull Request: https://projects.blender.org/blender/blender/pulls/115958
2023-12-08 23:40:09 +01:00
Jeroen Bakker
65e58fe574 CMake: Fix Compiling Shader Builder on macOS
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.

* dbb2844ed9
* 94817f64b9
* 1b6cd937ff

The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.

Pull Request: https://projects.blender.org/blender/blender/pulls/115929
2023-12-08 15:47:14 +01:00
Brecht Van Lommel
e06561a27a Build: replace Blender specific DEBUG by standard NDEBUG
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.

DEBUG was a Blender specific define, that has now been removed.

_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.

Pull Request: https://projects.blender.org/blender/blender/pulls/115774
2023-12-06 16:05:14 +01:00
Harley Acheson
27992034f2 Fix #115815: Include Category name in Enum Row Calculation
Report #115815 shows a time where our calculation of rows and columns
should also include the category name lines. The code was calculating
where to break not including these and is too short if it has a
category.

Pull Request: https://projects.blender.org/blender/blender/pulls/115822
2023-12-06 01:37:04 +01:00
Campbell Barton
86f1fd5d8b BLI_idprop: simplify string creation logic, support unterminated strings
- Support passing in unterminated C-strings when clamped by the size
  argument.
- Pair string and it's size arguments together in IDP_NewStringMaxSize.
- Remove redundant size check which made it seem as if the string
  might not be null terminated.
- Replace clamping the result of strlen(..) with BLI_strnlen,
  to avoid calculating the length past the size checked.
- Add doc-string for unclamped string creation.
2023-12-05 17:11:03 +11:00