Age | Commit message (Collapse) | Author |
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The keylist functions are used in other places for none drawing related
stuff. Fe pose_slide uses it.
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This shows the text as part of the assertion message.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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Pass `bContext *C` a bit further down the call stack, to prevent
exploding the number of parameters of `ED_preview_icon_render()`. An
upcoming change will require access to yet another context member, and
this can now be done without adding yet another parameter.
No functional changes.
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This patch fixes the issue in T86463 that colored collection icons in
the collection search box don't scale according to the zoom level.
The issue was caused by the drawing function for the colored
collection icons not allowing to change the size of the icons.
This patch addresses that by scaling the icon based on the drawing
width.
Reviewed By: #user_interface, natecraddock, Severin
Differential Revision: https://developer.blender.org/D10708
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Render previews for Action datablocks by rendering the scene camera with
the Workbench (solid) engine. The //look// can be configured by setting
the scene's render engine to Workbench and editing the scene's shading
properties.
It is assumed that the pose has already been applied and that the scene
camera is capturing the pose. In other words, the render function just
renders from the scene camera without evaluating/applying the Action
stored in `preview->id`. The ID is only used to determine its type and
to store the resulting preview.
Not all code paths that lead to the `action_preview_render()` function
actually provide a depsgraph. The "Refresh Asset Preview" button
(`ED_OT_lib_id_generate_preview`) does, but `WM_OT_previews_ensure` does
not.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D10543
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* This way you don't have to look up the function declaration to know what the
boolean value means.
* You can call the function in a loop over the available sizes and pass the
index as size.
* Makes it easier to add a new size in future if needed.
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Use the `ASSET_MANAGER` icon which is more appropriate than the current one
which was just an unused icon that seemed sorta fitting, but was only meant to
be temporary.
The `ASSET_MANAGER` icon is already used for the Asset Browser, so it's being
reused which we normally avoid. So we may still want to create a dedicated one,
maybe a variation of this one.
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This change is a simple null check on the ID provided to icon_set_image() which
appears to be a legitimate value for the ID when used by some addins
(discovered with PowerSave shortly after syncing to main).
Differential Revision: https://developer.blender.org/D9866
Reviewed by: Julian Eisel
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It's useful to easily see which data-blocks are assets and which not. So just
like we usually show the library linking/override icons, we show the asset icon
there (these are mutually exclusive data-block states).
Uses the `'MAT_SPHERE_SKY` icon, which wasn't used before (except by an
add-on!) and is sorta fitting, but not quite. We should either change this one
or add an own asset icon. Meanwhile this isn't too bad :)
Also adds an internal macro to check if a data-block is an asset, consistent to
how we do it for libraries and library overrides.
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* Support defining (not necessarily rendering) icons in threads. Needed so the
File Browser can expose file previews with an icon-id to scripts.
** For that, ported `icons.c` to C++, to be able to use scope based mutex locks
(cleaner & safer code). Had to do some cleanups and minor refactoring for
that.
* Added support for ImBuf icons, as a decent way for icons to hold the file
preview buffers.
* Tag previews as "unfinished" while they render in a thread, for the File
Browser to dynamically load previews as they get finished.
* Better handle cases where threaded preview generation is requested, but the
ID type doesn't support it (fallback to single threaded). This is for general
sanity of the code (as in, safety and cleanness)
* Enabled asset notifier for custom preview loading operator, was just disabled
because `NC_ASSET` wasn't defined in master yet.
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/D9719
Reviewed by: Bastien Montagne, Brecht Van Lommel
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The datablock shown in the file browser was the draw mode icon rather
than the datablock icon.
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After rB452a1c7b3838 there were still a few cases where the old
collection icon was used in the interface. Replace these with the new
filled collection icon.
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Follow our code style guide by using C-comments for text descriptions.
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Checking for NULL icons or draw info can remove some indentation later
in the funcitons, making the code more readable.
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Structure switch statements so new missing items cause warnings.
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- UI_collection_color_icon_get -> UI_icon_color_from_collection
- UI_idcode_icon_get -> UI_icon_from_idcode
- UI_library_icon_get -> UI_icon_from_library
- UI_mode_icon_get -> UI_icon_from_object_mode
- UI_rnaptr_icon_get -> UI_icon_from_rnaptr
- UI_alert_image -> UI_icon_alert_imbuf_get
- UI_preview_render_size -> UI_icon_preview_to_render_size
- UI_id_icon_render -> UI_icon_render_id
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Draw color tagged collection icons in the link to collection, add
collection instance, collection instance search, and remove collection
menus.
Manifest Task: https://developer.blender.org/T77777
Differential Revision: https://developer.blender.org/D8622
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This adds color tagging to collections. There are 8 color
options which are themable in the user preferences, with an additional
option for no color tag by default.
This adds a new filled collection icon and 8 colored variants of the
icon that can be themed in the user preferences.
In this commit the only interface to setting the color tags is through
Python, and there is nowhere in the interface where the collections are
shown colored. Setting and viewing the color tags from the outliner will
follow.
Manifest Task: https://developer.blender.org/T77777
Differential Revision: https://developer.blender.org/D8622
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Add a column of icons in the left gutter of the outliner for controlling
the interaction modes of objects. When an object is in a mode other than
object mode, the mode icon will draw to the left of that object. Any
other objects that are valid to be added or swapped into the mode are
drawn with a dot to the left of the object.
Clicking the dot to the left of an object will swap that object with the
current active object in the interaction mode. For edit and pose modes,
ctrl clicking the dot will add that object to the current mode.
Clicking the mode icon next to the active object removes it and all
other objects from the current mode.
The behavior is nearly identical to the previous edit/pose mode toggling
by selecting the mesh and armature datablocks, with additional support
for all interaction modes.
Currently two undo steps are pushed to prevent an assert.
Part of T77408
Manifest Task: https://developer.blender.org/T68498
Differential Revision: https://developer.blender.org/D8641
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This is to modernize the API:
- Add meaningful name to all textures (except DRW textures).
- Remove unused err_out argument: only used for offscreen python.
- Add mipmap count to creation functions for future changes.
- Clarify the data usage in creation functions.
This is a cleanup commit, there is no functional change.
# Conflicts:
# source/blender/gpu/GPU_texture.h
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Use creation + update function instead.
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This just add back the support.
This commit also includes a bit of cleanup.
# Conflicts:
# source/blender/gpu/GPU_texture.h
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Remove redundantly nested `#if` and `#ifdef` statements.
One nested `#if 0` block was left untouched, as it's in particle code
that's no longer maintained. Furthermore, that block also has some
explanation as to the differences between the enabled & disabled parts.
One nested `#if 0` construct was completely removed, leaving only the
actually used bit of code. There was no explanation as to the usefulness
of the disabled code, and it hasn't been touched in years.
No functional changes.
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This is in order to remove GPU_draw_primitive to streamline the drawing
abstraction.
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We now use GPU_blend for enabling / disabling blending and explicitly
set the blend equation.
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Regression from 2840782d8478f.
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This remove all gl function calls. Adds a new sampler only
for icon drawing.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/interface` module.
No functional changes.
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Rather than a `L` (linked), `O` (overridden) or `M` (missing) prefix for the
name, show the existing library status icons. See D7999 for screenshots.
Note that when using preview icons, or if the search menu contains items with
own icons (e.g. brush icons), we still fallback to the prefix solution.
Zero or fake user is still indicated with a prefix.
Differential Revision: https://developer.blender.org/D7999
Reviewed by: Bastien Montagne, William Reynish
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This remove the complexity of queriying the locations at runtime and
allows for more performance and upfront binding specifications.
The benefit of doing everything at creation time is that we can assign binding
points in a predictable order which is going to be somewhat the same for
every similar shader.
This also rewrite GPU_vertformat_from_shader to not use shaderface.
This is to keep the shaderface simple. If it becomes necessary to not query
the shader after creation (i.e: vulkan?) we could just create the vert
format in advance at compilation for PyGPU shaders.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7879
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Also remove draw-manager & depsgraph headers in interface_icons.c
Change this in 2.83 to prevent merge issues in master with
interface_intern.h header.
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This data block will be the container for simulation node trees.
It will be used for the new particle node system (T73324).
The new data block has the type `ID_SIM`.
It is not visible to users and other developers by default yet.
To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`.
New simulation data blocks can be created by running `bpy.data.simulations.new("name")`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7225
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Follow up of b2ee1770d4c3 and 10c2254d412d, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
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