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This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.
Differential Revision: https://developer.blender.org/D11663
Reviewed by Harley Acheson
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Widget drawing code already supported drawing right-aligned, grayed out
shortcut strings. This patch generalizes things a bit so this can also
be used to draw other hints in the same way. There have been a few
instances in the past where this would've been useful, D11046 being the
latest one.
Note that besides some manual regression testing, I didn't check if this
works yet, as there is no code actually using it (other than the
shortcuts). Can be checked as part of further development for D11046.
A possible further improvement would be providing a way to define how
clipping should be done. E.g. sometimes the right-aligned text should be
clipped first (because it's just a hint), in other cases it should be
left untouched (like current code explicitly does it for shortcuts).
Removes the `UI_BUT_HAS_SHORTCUT` flag, which isn't needed anymore.
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Note: Linking in this case as in link vs. append. Easily confused with linking
a data-block to multiple usages (e.g. single material used by multiple
objects).
Adds a drop-down to the Asset Browser header to choose between Link and Append.
This is probably gonna be a temporary place, T54642 shows where this could be
placed eventually.
Linking support is crucial for usage of the asset browser in production
environments. It just wasn't enabled yet because a) the asset project currently
focuses on single user, not production assets, and b) because there were many
unkowns still for the workflow that have big impact on production use as well.
With the recently held asset workshop I'm more confident with enabling linking,
as design ideas relevant to production use were confirmed.
Differential Revision: https://developer.blender.org/D11536
Reviewed by: Bastien Montagne
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max unneccessarily
Since rB298d5eb66916 [which was needed to update buttons with custom
property range functions correctly], using tab would always clamp
(hardmin/hardmax) properties which were using FLT_MAX / INT_MAX as range
in their property definitions.
The clamping of rB298d5eb66916 was copied over from rB9b7f44ceb56c
[where it was used for the softmin/softmax], and while the re-evaluation
of hardmin/hardmax is needed for custom property range functions, the
clamping should actually not take place.
There are many properties using FLT_MAX / INT_MAX etc. and while it
probably would be good to update these with ranges that make more sense
-- not using FLT_MAX / INT_MAX would not have done the clamping here --
there should not be an arbitrary limit to these and they should stay as
they are.
Maniphest Tasks: T88762
Differential Revision: https://developer.blender.org/D11473
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This patch introduces non linear sliders. That means, that the movement
of the mouse doesn't map linearly to the value of the slider.
The following changes have been made.
- Free logarithmic sliders with maximum range of (`0 <= x < inf`)
- Logarithmic sliders with correct value indication bar.
- Free cubic sliders with maximum range of (`-inf < x < inf`)
- Cubic sliders with correct value indication bar.
Cubic mapping has been added as well, because it's used for brush sizes
in other applications (Krita for e.g.).
To make a slider have a different scale type use following line in RNA:
`RNA_def_property_ui_scale_type(prop, PROP_SCALE_LOGARITHMIC);`
or:
`RNA_def_property_ui_scale_type(prop, PROP_SCALE_CUBIC);`
Test the precision, step size and soft-min if you change the scale type
of a property as it will feel very different and may need tweaking.
Ref D9074
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This patch adds domain and data type information to each row of the
attribute search menu. The data type is displayed on the right, just
like how the list is exposed for the existing point cloud and hair
attribute panels. The domain is exposed on the left like the menu
hierarchy from menu search.
For the implementation, the attribute hint information is stored as a
set instead of a multi-value map so that every item (which we need to
point to descretely in the search process) contains the necessary data
type and domain information by itself. We also need to allocate a new
struct for every button, which requires a change to allow passing a
newly allocated argument to search buttons.
Note that the search does't yet handle the case where there are two
attributes with the same name but different domains or data types in
the input geometry set. That will be handled as a separate improvement.
Differential Revision: https://developer.blender.org/D10623
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- Optionally get the error as a single line.
- Support access the error as an allocated string.
- PyC_ExceptionBuffer_Simple was always printing to the `stdout` while
PyC_ExceptionBuffer didn't, now either print to the output.
Without this, callers are unable to do anything with the error string.
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Introduced in rBce462fa1 but harmless since curretly only `StructRNA`
without `owner_id` have the `STRUCT_UNDO` flag cleared.
So this commit does not bring any functional changes but it will be
useful for {D10695}.
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Using the button context for operators is useful for other cases as well (where
the operator isn't the button operator itself). For example we'll need this for
the asset view UI template, where there will be additional operators that
should be able to act on button context.
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I landed D10527 in rB1a8aee0a7cec accidentally, and the version there was
missing a name change discussed in review. This commit just renames the
boolean variable controlling the special behavior for attribute search.
Original message meant for this change:
For geometry nodes we will use search buttons to display a list of
attributes available the last time the node tree was executed (D10519).
Because this list is just a hint, we need to be able to enter any string,
not just strings from the search items.
This patch adds a boolean option to string buttons to enable this.
The change is quite simple, changes to behavior are only required in
two places. The type-specific button struct changes help a lot here.
Differential Revision: https://developer.blender.org/D10527
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Currently when you open an RNA collection search button, like a
vertex group selector, the search filter isn't applied until you
start typing, in order to display every option at the start.
Otherwise they wouldn't be visible, since the search filter would
run for the current text.
Currently this check happens in one place, but it relies on the
`changed` value of `uiBut`. This is fine in the interface directory,
but anywhere else it would require exposing `uiBut.changed`, which
is probably too low-level to expose.
The solution is adding an `is_first` argument to the search callbacks,
which is nice for a few reasons:
- They work at a higher level of abstraction, meaning they don't
have to worry about how exactly to tell if this is the first
search.
- It makes it easier to do special behavior when the search menu
is first opened.
- Then, obviously, it makes that state accessible without including
`interface_intern.h`.
Needed for attribute search: T85658
Differential Revision: https://developer.blender.org/D10528
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The "quick setup" dialog is actually a 'menu', and the "splash screen" block
contains the UI_BLOCK_LOOP flag which causes the buttons' text to align
to the left, however, usually regular buttons have centered text.
As a workaround, add the UI_BLOCK_QUICK_SETUP flag which prevents
the text from being left-aligned.
Differential Revision: https://developer.blender.org/D10486
Reviewed by: Julian Eisel
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This reverts commit 7ee518cf705fcebee2d110bfbb6bf00a0f170efb.
Causes T84869. The initial issue is less bad than this. We are looking into
alternative fixes for 2.93 (see D9854 and D9853).
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E.g. steps to reproduce:
* Enter Vertex Paint mode
* In the tool settings, right-click > "Edit Source"
When creating a number slider via `layout.prop(..., slider=True)`, the UI code
would reallocate the number button to be a number-slider button. That's because
we now actually have different button data-structures for these (see
e6f0b60c2e911). The edit source code stored data based on the button pointers,
which didn't get updated after changing the type. The fix just adds this
updating.
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For buttons that edit array properties, the soft min/max and slider ranges are
based on the range of all values in the array. However for alpha this does not
make much sense, the only reasonable range is 0..1 even when there are RGB
values larger than 1. So treat alpha as an individual property.
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Activating buttons was running too early, before the popup was
positioned on the screen,
causing data-selectors to be positioned incorrectly.
As the early button activation isn't needed, remove this call.
Ensure this doesn't happen again with an assert.
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Comment blocks not conforming to convention.
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Partially reverts 2250b5cefee7.
Removing the user count and fake user count icons was controversial (which was
expected) and there are a few further changes needed, that won't make it in
time for the release, see D9946.
While there is a design to bring back the user count and fake user indicators,
a new design idea was proposed that the UI team wants to follow. This came too
late for the 2.92 release, the new design is targeted at the 2.93 release now.
Meanwhile, UI team decision was to simply revert the design changes.
The new design is being worked on in https://developer.blender.org/T84669.
Note that this commit does not revert some internal changes done in
2250b5cefee7. Namely the introduction of `ed_util_ops.c` and data-block
operators in there. These will still be needed in the new design.
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Previously both `char` and `int` were used to represent this enum.
Differential Revision: https://developer.blender.org/D9903
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The previous design is rather old and has a couple of problems:
* Scalability: The current solution of adding little icon buttons next to the
data-block name field doesn't scale well. It only works if there's a small
number of operations. We need to be able to place more items there for better
data-block management. Especially with the introduction of library overrides.
* Discoverability: It's not obvious what some of the icons do. They appear and
disappear, but it's not obvious why some are available at times and others
not.
* Unclear Status: Currently their library status (linked, indirectly linked,
broken link, library override) isn't really clear.
* Unusual behavior: Some of the icon buttons allow Shift or Ctrl clicking to
invoke alternative behaviors. This is not a usual pattern in Blender.
This patch does the following changes:
* Adds a menu to the right of the name button to access all kinds of operations
(create, delete, unlink, user management, library overrides, etc).
* Make good use of the "disabled hint" for tooltips, to explain why buttons are
disabled. The UI team wants to establish this as a good practise.
* Use superimposed icons for duplicate and unlink, rather than extra buttons
(uses less space, looks less distracting and is a nice + consistent design
language).
* Remove fake user and user count button, they are available from the menu now.
* Support tooltips for superimposed icons (committed mouse hover feedback to
master already).
* Slightly increase size of the name button - it was already a bit small
before, and the move from real buttons to superimposed icons reduces usable
space for the name itself.
* More clearly differentiate between duplicate and creating a new data-block.
The latter is only available in the menu.
* Display library status icon on the left (linked, missing library, overridden,
asset)
* Disables "Make Single User" button - in review we weren't sure if there are
good use-cases for it, so better to see if we can remove it.
Note that I do expect some aspects of this design to change still. I think some
changes are problematic, but others disagreed. I will open a feedback thread on
devtalk to see what others think.
Differential Revision: https://developer.blender.org/D8554
Reviewed by: Bastien Montagne
Design discussed and agreed on with the UI team, also see T79959.
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For the Asset Browser, it needs to be possible to drag assets into various
editors, which may not come from the current .blend file. In other words, the
dragging needs to work with just the asset metadata, without direct access to
the data-block itself.
Idea is simple: When dragging an asset, store the source file-path and
data-block name and when dropping, append the data-block. It uses existing drop
operators, but the function to get the dropped data-block is replaced with one
that returns the local data-block, or, in case of an external asset, appends
the data-block first.
The drop operators need to be adjusted to use this new function that respects
assets. With this patch it only works for dragging assets into the 3D view.
Note that I expect this to be a short-lived change. A refactor like D4071 is
needed to make the drag & drop system more future proof for assets and other
use cases.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9721
Reviewed by: Bastien Montagne, Brecht Van Lommel
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This is similar to c4a2067130130d, but applies to the general UI and is only
about single data-blocks. Here there was a similar problem: How can buttons
pass the data they represent to operators? We currently resort to ugly ad-hoc
solutions like `UI_context_active_but_get_tab_ID()`. So the operator would need
to know that it is executed on a tab button that represents a data-block.
A single button can now hand operators a data-block to operate on. The operator
can request it via the "id" context member (`CTX_data_pointer_get_type(C, "id",
&RNA_ID)` in C, `bpy.context.id` in .py).
In this commit, it is already set in the following places:
* Generic RNA button code sets it to the pointed to data-block, if the button
represents a data-block RNA pointer property. (I.e for general data-block
search buttons.)
* Data-block selectors (`templateID`) set it to the currently active data-block.
* The material slot UI-List sets it for each slot to the material it represents.
The button context menu code is modified so its operators use the context set
for the layout of its parent button (i.e. `layout.context_pointer_set()`).
No user visible changes. This new design isn't actually used yet. It will be
soon for asset operators.
Reviewed as part of https://developer.blender.org/D9717.
Reviewed by: Brecht Van Lommel
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Before, it wasn't clear what the int in `uiStringInfo` was supposed to
store. Using a typedef can make this someone more explicit.
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Layout block safety sizes were not scaled correctly with interface scale.
Differential Revision: https://developer.blender.org/D9569
Reviewed by Brecht Van Lommel
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The logic for separator-spacers (used here for right-alignment) didn't take
region scaling into account. Usually that's not an issue because they are
otherwise only used in headers which can't zoom.
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The overlap with the `Panel` flags that start with "PNL" was quite
confusing because wasn't clear which enum a flag was from. The
new names are a bit longer, but the clarity is worth it.
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Re-enables support for menus to have items without identifier or name that can be used to separate sections.
Differential Revision: https://developer.blender.org/D9463
Reviewed by Hans Goudey
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The current layout gave too little space for the full "Search" string inside
the button.
Fix this by making sure radio-buttons have their text center aligned by default
in pop-ups too, like they do anywhere else.
This does affect a few other cases, e.g. the "RGB"/"HSV"/"Hex" radio-toggles
for color pickers. But this should be fine, I don't think they were ever
intentionally using left-aligned text (while similar buttons outside of pop-ups
didn't).
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The list of buttons in the button group needs to be updated to take into
account the old button inserted into the button list for the new block.
Differential Revision: https://developer.blender.org/D9428
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Follow our code style for doxygen sections.
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This commit contains some improvements to this function to make this
function more purposeful and readable.
- Split updating information of the old button to a new function.
- Remove some 7 year old code disabled with `#if 0`.
- Add comments explaining some of the less obvious aspects.
Differential Revision: https://developer.blender.org/D9117
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This means if a keymap item is set to ignore repeat events,
it may do so accidentally from this setting being copied.
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Menus with categories gain a dividing line and omit the title.
Differential Revision: https://developer.blender.org/D5135
Reviewed by Brecht Van Lommel
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