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2018-06-30Merge branch 'master' into blender2.8Campbell Barton
2018-06-30UI: Add 'interface_query.c'Campbell Barton
Interface files are increasingly mixing up too much functionality, add a file only to handle queries. More functions can be moved/added here.
2018-06-28GLRefactor: partially remove gl calls from source/blender/editors.Ray Molenkamp
This translates the gl calls to the new GPU_ wrappers from D3501. Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis. This fixes 13 of the 28 failing editors when building without opengl. For the list of substitutions see D3502 Reviewers: brecht Differential Revision: https://developer.blender.org/D3502
2018-06-23Merge branch 'master' into blender2.8Campbell Barton
2018-06-23UI: alternate fix for empty context menuCampbell Barton
block and layout could be NULL and checking this everywhere wasn't practical. Instead of lazy initializing, add UI_popup_menu_end_or_cancel which cancels empty popup menus.
2018-06-16UI: show decorator icon for static-overrideCampbell Barton
2018-06-14Cleanup: styleCampbell Barton
2018-06-14UI: Make spacers align blocks on area divisionsClément Foucault
This solves the problem of blocks jumping around when changing modes and center them to the area (in case of only 2 spacers). Which is (in my own opinion) more aestetically pleasing.
2018-06-13Fix flexible spacer distanceDalai Felinto
Introduced on 0bce173bc7e9bb6d6cac.
2018-06-13UI: remove empty space at the end of headers, tweak start/end spacing.Brecht Van Lommel
2018-06-11UI: Separator spacerDalai Felinto
This support layout.separator_spacer() to be used by headers as a way to dynamically separate the ui buttons. Right now no UI file is changed, though we can use this right away in the timeline, and shortly after in the viewport header (moving settings from the topbar to it). Original design by William Reynish. Review: Campbell Barton D3468
2018-06-08Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/BKE_sequencer.h source/blender/blenkernel/intern/sequencer.c source/blender/editors/curve/editcurve_paint.c source/blender/editors/gpencil/gpencil_edit.c source/blender/editors/gpencil/gpencil_paint.c source/blender/editors/gpencil/gpencil_utils.c source/blender/editors/include/ED_object.h source/blender/editors/include/ED_view3d.h source/blender/editors/interface/interface_eyedropper_depth.c source/blender/editors/render/render_opengl.c source/blender/editors/sculpt_paint/paint_image_proj.c source/blender/editors/sculpt_paint/sculpt.c source/blender/editors/space_view3d/drawobject.c source/blender/editors/space_view3d/view3d_draw.c source/blender/editors/space_view3d/view3d_edit.c source/blender/editors/space_view3d/view3d_intern.h source/blender/editors/space_view3d/view3d_select.c source/blender/editors/space_view3d/view3d_utils.c source/blender/editors/transform/transform_conversions.c source/blender/editors/transform/transform_snap.c source/blender/python/intern/gpu_offscreen.c source/blender/windowmanager/intern/wm_files.c
2018-06-08Cleanup: getting rid of G.main.Bastien Montagne
Sometimes one needs a *lot* of changes for a single G.main... :/
2018-06-03UI: add subpanel support.Brecht Van Lommel
In the Python API, any panel becomes a subpanel by setting bl_parent_id to the name of the parent panel. These subpanels can contain advanced or less commonly used settings.
2018-05-27Merge branch 'master' into blender2.8Campbell Barton
2018-05-27UI: center align number buttons w/o textCampbell Barton
This makes supporting split properties and text possible, see T54951
2018-05-25Fix T55198: Preferences Keybindings CrashJulian Eisel
Operator sanitize function would be called for non operator props. Mistake from 88eafe078a5b5111c.
2018-05-25Merge branch 'master' into blender2.8Campbell Barton
2018-05-25UI: fix assertCampbell Barton
Replace hard-coded button size check with UI_UNIT_X. Caused icon-only buttons to have strings assigned based on UI-scale.
2018-05-23Merge branch 'master' into blender2.8Campbell Barton
2018-05-23Cleanup: strip trailing space from interface filesCampbell Barton
2018-05-13UI: fix popovers not properly working with scroll arrows for long menus.Brecht Van Lommel
2018-05-13UI: show toolbar shortcutsCampbell Barton
When toobar text is expanded, show shortcuts (normally confined to menus).
2018-05-09Rename: RNA_property_override_status > RNA_property_static_override_statusDalai Felinto
2018-05-05UI: experiment to make popover buttons draw like enum menus.Brecht Van Lommel
Looks better for 3D viewport shading, but needs more tweaks to distinguish it from other button types probably.
2018-04-29UI: better support for dynamically sized regions in topbar.Brecht Van Lommel
Dynamically sized regions in the topbar were flickering due to only updating their size after redraws. Now there is an optional layout() callback for all regions in an area to do UI layout first, then refresh the region layout, and then do the actual drawing for each region. Task T54753
2018-04-29UI: show popover arrow directly under the buttonCampbell Barton
A visual hint but looks broken when its not pointing to the button.
2018-04-22UI: support for center popovers over buttonsCampbell Barton
2018-04-22Cleanup: ui-link drawing code from logic bricksCampbell Barton
2018-04-20UI: New Global Top-Bar (WIP)Julian Eisel
== Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2018-04-17Interface: Show properties values from evaluated datablocksSergey Sharybin
This is a way to deal with animated properties in evaluated version off datablock. Previously, running blender with copy-on-write enabled will show original values. Now we can see proper properties, while typing values in still goes to the original datablock. Thanks Brecht for the review!
2018-04-06UI: Perf: Use widget base batchingClément Foucault
Overall 10% more performance on general UI drawing time. This commit can introduce ordering problem on some elements. In this case you need to flush the widget cache to ensure the element that is going to be drawn is drawn on top of any widget base. To flush the cache use UI_widgetbase_draw_cache_flush. This is already done for BLF and Icons.
2018-03-31UI: Perf: Batch icons drawcalls together.Clément Foucault
For this we use a new shader that gets it's data from a uniform array. Vertex shader position the vertices using these data. Using glUniform is way faster than using imm for that matter. Like BLF rendering, UI icons are always (as far as I know) non occluded and displayed above everything else. They also does not overlap with texts so they can be batched at the same time.
2018-03-31Cleanup: BLF batch drawing namingCampbell Barton
- batching -> batch_draw. - ct & size -> len. - start/end -> begin/end (follow GL convention).
2018-03-30UI: Perf: Add BLF batching for File browser and UI blocks.Clément Foucault
This batch together most of the calls that can be batch together.
2018-03-14Cleanup: use flags instead of collection of bools to get RNA override status.Bastien Montagne
2018-02-17Code cleanup: remove WM subwindows.Brecht Van Lommel
These no longer made much sense after regions were added, they just duplicated state that was already in the regions.
2018-02-14GPU: use alpha blend that works for drawing to transparent buffer.Brecht Van Lommel
It's unlikely to ever be intentional to square the source alpha, as happens with glBlendFunc, so this changes the blending throughout the code.
2018-02-14GPU: don't use multisample for entire window, only for offscreen 3D viewport.Brecht Van Lommel
Now that the new 3D viewport draws to a multisample offscreen buffer, there is no good reason anymore to create an entire multisample window and pay the performance/memory cost for other regions that don't need it. GL_MULTISAMPLE now only gets enabled for offscreen buffers, so we don't need to check for it throughout the UI code anymore. Differential Revision: https://developer.blender.org/D3062
2017-12-04WM: message bus replacement for property notifiersCampbell Barton
Use dynamically generated message publish/subscribe so buttons and manipulators update properly. This resolves common glitches where manipulators weren't updating as well as the UI when add-ons exposed properties which hard coded listeners weren't checking for. Python can also publish/scribe changes via `bpy.msgbus`. See D2917
2017-11-29ID Static Override: add basic UI feedback.Bastien Montagne
For now, using a new color for overridden properties (similar to animated/driven status), UI team will need to work on a better solution maybe...
2017-11-05Merge branch 'master' into blender2.8Campbell Barton
2017-11-05Cleanup: order buffer length after the bufferCampbell Barton
2017-11-02Merge branch 'master' into blender2.8Campbell Barton
2017-11-01UI: Add UILayout.operator_menu_holdCampbell Barton
This is an operator button that opens a menu when the button is held.
2017-10-18Merge branch 'master' into blender2.8Campbell Barton
2017-10-18Cleanup: Use const for RNA EnumPropertyItem argsCampbell Barton
Practically all access to enum data is read-only.
2017-10-12Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/screen/screen_edit.c
2017-10-12Fix T52999: floating (popup) panels/menus could jump around screen in some ↵Bastien Montagne
cases. Would happen during panel's refresh drawing, if drawing code had to adjust final panel position compared to the initial one computed based on the mouse coordinates, and user had dragged the floating panel around. Issue fixed by adjusting stored mouse coordinates once final panel position is known, such that they would directly generate those coordinates. that way, the basic offset applied to those stored mouse coordinates during panel dragging is valid, and recreating panel based on those won't make it jump in screen. Note that panel will still jump in case user dragged it partially out of view - we could prevent that, but imho it's better to keep that behavior, since redraw can generate a popup of different size, which could end up with a totally out-of-view one... Hopefully this fix does not break anything else!