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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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Follow our code style guide by using C-comments for text descriptions.
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Due to the old AA method, it was necessary to add transparency to the
outline of the popover arrow to match the box outline opacity. This is
no longer required after rB15dda0115c78.
See the differential for before and after screenshots.
Differential Revision: https://developer.blender.org/D9026
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We have our own assert implementation, `BLI_assert()` that is prefered over the
C standard library one. Its output is more consistent across compilers and
makes termination on assert failure optional (through `WITH_ASSERT_ABORT`).
In many places we'd include the C library header without ever accessing it.
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Currently there's no way to know if a button is inactive when it doesn't
match the search results, because they use the same 50% gray level.
This isn't a huge problem, but it could lead to confusion. This commit
uses a subtle solution, a 25% opacity when the button is inactive and
also filtered by search.
This requires flipping the meaning of the UI_SEARCH_FILTER_MATCHES
flag in the code, and also adding a widget_alpha_factor utility in
the widget code.
Differential Revision: https://developer.blender.org/D8975
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Checking for the layout alignment is not a reliable way to filter out
which items need the additional icon/text offset. Instead check if the
buttons are icon-only (which we rarely do, e.g. for collection colors in
the Outliner context menu).
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E.g. the 'x' icons or eyedropper icons in text buttons. They didn't use
to have any mouse over feedback, now we dim the icon until hovered.
This kind of feedback helps users see that the icons are interactive,
and if they are within their interaction hotspot.
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This adds support for drawing icon buttons as a row in menus. This is
needed for drawing collection color tagging icons in the outliner
context menu in T77777.
Part of T77408
Differential Revision: https://developer.blender.org/D8317
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This fixes an assert inside the lasso selection drawing.
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I only skipped a few loops in the monstrous ui_handle_menu_event
function. Also, I only changed variable names where necessary to
prevent redeclarations.
Differential Revision: https://developer.blender.org/D8586
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We now use GPU_blend for enabling / disabling blending and explicitly
set the blend equation.
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This is a first step into removing uniforms from GPU_batch and Imm.
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This is in order to better encapsulate / isolate the drawing code.
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This remove the use of batch->program and replace it with batch->shader.
This will allow GL abstraction latter.
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For the main rationale behind this design, see 49f088e2d093. Further,
this removes users of uiBut.a1, which is a very ugly design
choice (hard to reason about).
Part of T74432.
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For the main rationale behind this design, see 03b122e2a18df. Further,
this removes users of `uiBut.a1`, which is a very ugly design
choice (hard to reason about).
Part of T74432.
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For the main rationale behind this design, see 03b122e2a18df. Further,
this removes users of `uiBut.a1`/`uiBut.a2`, which is a very ugly design
choice (hard to reason about).
Part of Part of T74432.
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The current on-size-fits-all `uiBut` creates quite a mess, where it's
hard to reason about which members are free for use, under which
conditions they are used and how.
`uiBut` also has members that aren't used at times, violating the "don't
pay for what you don't use" principle.
To address this, we want to move to typed buttons, where `uiBut` is just
a base struct and each type extends it as needed. That structures data
better and type specific data is only available if it's actually used by
a button type.
Two trade-offs:
* Many casts to the derived type have to be done.
* Sometimes we change the button type after it's created. So I had to
add logic to reallocate the button for use with the new, possibly
derived struct. Ideally that wouldn't be needed, but for now that's
what we have.
Part of T74432.
Differential Revision: https://developer.blender.org/D7610
Reviewed by: Brecht Van Lommel, Campbell Barton
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Similar to T58668, labels were not aligned when multi-editing widgets
that are not center-aligned.
Reviewed by: Hans Goudey, Julian Eisel
Differential Revision: https://developer.blender.org/D8441
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For regular icons this worked because they used the text color, which
was already grayed out by the caller.
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The text colors set by the general widget state function
(`widget_state()`) would always be overriden by the menu-back text
colors to avoid contrast issues. This would only respect the selected
state, not other states.
Address this now by changing the input theme colors to use the menu-back
ones, rather than overriding after the fact (calling `widget_state()`).
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Use 'emboss' instead of 'draw_type' as enum, layout & functions use
the term emboss.
This issue was noted by @Poulpator in D8414, as `dt` is also an
abbreviation for delta-time.
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This is a continuation of fix for T78307. Turns out instancing do not
work at all, so enforce single widget drawing on macOS and Intel GPU.
It was also reported that certain AMD and Mesa driver suffer from
similar issue, so disabled instancing for this configuration as well.
Differential Revision: https://developer.blender.org/D8374
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This means all the antiailasing is done inside the fragment shader.
We use a Signed Distance Field to draw the 2D rounded boxes. This ensure
the best quality for AA.
This reduce the averge Batch for widget to 16 verts instead of ~600 and
reduce overshading a lot.
Theme Emboss alpha and tria alpha needs to be changed after this refactor.
The shadow drawing is left unchanged and still use geometry.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D7833
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This implements a general system to implement drag and drop, subpanels,
and UI animation for the stack UIs in Blender. There are NO functional
changes in this patch, but it makes it relatively trivial to implement
these features for stacks.
The biggest complication to using panels to implement the UI for lists
is that there can be multiple modifiers of the same type. Currently there
is an assumed 1 to 1 relationship between every panel and its type, but
there can be multiple list items of the same type, so we have to break
this relationship. The mapping between panels and their data is stored
with an index in the panel's runtime struct.
To make use the system for a list like modifiers, four components
must be added:
1. A panel type defined and registered for each list data type, with a
known mapping between list data types and panel idnames.
1. A function called by interface code to build the add the panel
layouts with the provided helper functions.
- UI_panel_list_matches_data will check if the panel list needs to
be rebuilt.
- UI_panels_free_instanced will remove the existing list panels
- UI_panel_add_instanced adds a list panel of a given type.
3. An expand flag for the list data and implementations of
get_list_data_expand_flag and set_list_data_expand_flag.
4. For reordering, the panel type's reorder callback. This is called
when the instanced panels are drag-dropped. This requires
implementing a "move to index" operator for the list data.
Reviewed By: Severin, brecht
Differential Revision: https://developer.blender.org/D7490
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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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In other menus we already gray out the shortcut string, just in the search menu
that wasn't the case.
We may also want to draw other hints like this in the future, e.g. the library
name for linked data-blocks in search menus. And then it's also nicer to have
it grayed out to separate it visually from the data-block name.
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These were stored as float but were originally cast from an int
and were often cast back to int.
Also use int pairs for dimensions values.
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Use BLF_boundbox_foreach_glyph for more accurate cursor placement.
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- glyph_bounds: to get the character width.
- glyph_bearing: lower left character starting point.
These values are needed for more precise glyph calculations.
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Use glyph bounds to calculate a better underline position.
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Makes the following layout changes possible:
{F8473498} {F8473499} {F8473502}
The next commit will contain many layout changes to make good use of
these new possibilities. The result should be more consistent, easier to
read and should give a more organized impression. Additionally, it
should be possible to replace many sub-panels with compacter layouts.
Main changes:
* Checkboxes now respect the property split layouts
* Add support for row and column headers (i.e.
`uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")`). If the
first property added to this layout doesn't insert anything into the label
split column, the heading is inserted there. Otherwise, it's inserted as own
item.
* Add support for manually inserting decorators for an existing item
(`uiLayout.prop_decorator()`). That way layout creators can manually insert
this, which was the only way I saw to support property split layouts with a
checkbox before the actual property. {F8471883}
* Autogenerated layouts for operator properties look bad if there are only
checkboxes (which only use half the region width). So before creating the
layout, we iterate over visible properties and disable split layout if all
are booleans. I think this is fine, if needed we could also add layout hints
to operators.
* `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller
used to be responsible for this. Code that didn't handle these so far never
used macros I think, so this change should be invisible.
* Remove manual property split layout from autogenerated operator properties
layout.
* Padding of checkboxes is tweaked to make their label visually more connected
to the checkboxes.
* Support split layout for menus (should work for `uiLayout.menu()`,
`.operator_menu_enum()`, `.prop_menu_enum()`, maybe more)
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7427
Reviewed by: Brecht Van Lommel, William Reynish, Pablo Vazques
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For buttons representing node inputs (e.g. in the material properties)
rather than drawing some generic socket icon, the actual sockets are
drawn now. That includes color, shape and the selection outline.
This should make it easier to understand what these buttons relate to.
Screenshots: {F8469252}, {F8469248} (The left alignment will be done in
a follow-up commit.)
Differential Revision: https://developer.blender.org/D7409
Reviewed by: Brecht Van Lommel, Clément Foucault, William Reynish
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- Menu drawing function used first instance instead of last.
- Menu hash function checked for the character without first
checking UI_BUT_HAS_SEP_CHAR was enabled.
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This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.
This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.
The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.
Related to T74139
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D7261
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- Show dimmed text for the menu entries leading up to the menu item.
- Show icons between the menu text and menu item.
- Use unicode right pointing triangle instead of arrow.
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