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.
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
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
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
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.
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
Remove the `BoneCollectionItem::supports_collapsing()` method, as the
parent class already does exactly the same thing. No need to override that.
No functional changes.
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.
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
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.
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
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
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.
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.
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
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
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
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
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
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
- 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.