Age | Commit message (Collapse) | Author |
|
A toggle for this is no longer required now that both header and background
colors are RGBA (disabling Show Header is the same setting the alpha to 0).
Thanks Brecht for reviewing!
|
|
|
|
|
|
|
|
Left the RIGHTARROW_THIN icon in, even though it's not used in C code anymore.
However add-ons may do (e.g. Amaranth does).
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
This is the first step to moving redo out of the top-bar, see: T55039
- Support for floating panels in the ScrArea has been added.
- A new region type RGN_TYPE_HUD is used for floating settings input.
- Only one HUD should be visible at a time.
- Currently HUD regions are only visible
for 3D view and image space types.
- There are currently some remaining glitches with hide/show
that need further investigation.
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
Scroll-bars used to draw in a little extra space in the editor, causing
buttons to jump a bit when they appeared/disappeared. Now they draw on
top of the buttons, just small enough to avoid bigger overlaps. Followup commits
will do further adjustments.
With this we can get rid of a hack that was calling the (often Python
defined) panel definition - the panel 'draw' callback - twice.
|
|
Using extern makes too easy to get a crash if the original
function definition changed.
|
|
|
|
16 Drawcalls > 1 Drawcall
Do I need to say more?
|
|
|
|
|
|
|
|
Replace iroundf with round_fl_to_int, add other types
|
|
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
|
|
Getting ready for a Gawain API change...
Part of T49043
|
|
changes:
- exact vertex count
- take bool (filled vs outline) instead of GLenum
This function has some flexibility that is not currently used. I left that in.
|
|
Each function takes a bool (filled vs outline) and a color. We already had multiple ways of passing color in; these are still here. Special variant for anti-aliasing.
- took GLenum out of interface
- removed UI_RB_ALPHA flag (only one place really used it)
- use exact vertex count
- removed redundant state changes (BLEND, LINE_SMOOTH)
|
|
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
|
|
Core of the issue was that some of our Theme colors are RGB-only, but
were loaded as RGBA.
Note that tracking all possible cases is pretty impossible, so we'll
have to tackle those as they get reported am afraid.
|
|
I started cleaning up UI_view2d_scale_get where the y scale was unused, then got carried away...
- for loop scope
- declare variables closer to where they are used
- move early exits closer to function start
- unsigned --> unsigned int
|
|
Finally, fdrawline is no more!
Part of T49043 & T49450
|
|
|
|
Replaced all calls to `imm_draw_line` by plain `immVertex2f` calls, and
removed `imm_draw_line`, as that function was not supposed to exist in
the first place, and causes unnecessary calls to `immBegin`/`immEnd`.
Part of T49043
|
|
|
|
Note: This makes the jittering to not work :/
@merwin, would you know how to use gpuMatrixBegin2D for this case? I
think it must be the reason behind the lack of jittering. But I couldn't
get it to work (the 2D shader is asking for a 3D Matrix).
Part of T49043
|
|
Decided to request the text color as argument for UI_fonstyle_draw
functions, rather than keeping it being another state to keep track of.
|
|
Replaced GL_POLYGON in various places.
Ported UI_draw_roundbox_unfilled
|
|
There are still many places to fix. I'll miss the bright yellow!
This commit also uses the new BLF_default function where possible.
Part of T49043 since we call glColor less often.
|
|
Reviewers: dfelinto, Severin, merwin
Reviewed By: merwin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2281
|
|
In User Preferences, Properties Editor and toolshelf, Ctrl+Tab and Ctrl+Shift+Tab now activates the next or previous space context (or category in case of toolshelf tabs), respectively.
For Properties Editor such functionality was completely missing, only toolshelf allowed cycling using ctrl+mousewheel (or only mousewheel while hovering tab region). Ctrl+Tab and Ctrl+Shift+Tab are common web browser shortcuts, so they're a reasonable choice to go with.
Reaching the first/last item doesn't cause the cycling to stop, we continue at the other end of the list then. (I didn't add this to Ctrl+Mousewheel toggling in toolshelf since I wanted to keep its behavior unchanged.)
We could get rid of (Ctrl+)Mousewheel cycling in toolshelf, but this may break user habits.
The cycling happens using a new operator, UI_OT_space_context_cycle, for toolshelf tabs it's hardcoded in panel handling code though.
Generalized rna_property_enum_step a bit and moved it to rna_access.c to allow external reuse.
Reviewed By: venomgfx
Differential Revision: https://developer.blender.org/D2189
|
|
|
|
The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
|
|
|
|
|
|
Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
|