Age | Commit message (Collapse) | Author |
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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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All the driver-specific code in `fcurve.c` has been moved into a new file
`fcurve_driver.c`. The corresponding declarations have been moved from
`BKE_fcurve.h` to `BKE_fcurve_driver.h`.
All the `#include "BKE_fcurve.h"` statements have been investigated and
replaced with `BKE_fcurve_driver.h` where necessary.
No functional changes.
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The previous commit for this issue, 8e08d80e52d6, missed the case
where the panel animates to its aligned position when the mouse is
released.
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While dragging panels, the region size would change which would feel glitchy.
See D7462 for a demo of the issue.
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This allows developers to easily access operators they're working on,
without having to add them to the interface first.
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Use glyph bounds to calculate a better underline position.
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Adds a wrapper-struct to create and return the three layouts required
for the propery split layout (i.e. `UILayout.use_property_split`). This
gives more flexibility for special treatment.
E.g. needed for adding the arrow icon buttons when there is a hierarchy
of nodes to be represented in the material properties (needs inserting
in the text column to not offset the split layout).
This commit also makes use of the utility for
`uiItemL_respect_property_split()`.
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Usually items without labels don't use the property split layout and
just use the full layout width. In some cases that is not wanted because
it looks odd if single items within the split layout use the full width.
The option is unused but would be needed for adding decorators to the
material properties.
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Previously `UILayout.prop_decorator()` (or `uiItemDecoratorR()` in C)
only worked for single items, not for arrays. The decorators are added
vertically, like `UILayout.prop()` adds them.
This will be needed for adding decorators to material properties, but
will likely have other use-cases as well.
Also, `None` (or `NULL`) can be passed for the data-pointer and property
now to create blank decorators (as already possible for
`uiItemDecoratorR_prop` in C).
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This was in fact completely messed up, but it worked by accident for all
current cases. That is, we always inserted the decorator buttons
immediately after the button they applied to. So the first button
comparision in ui_but_anim_decorate_find_attached_button() would
succeed, because it just compared a few values that all happened to be
NULL and thus the comparison returned true.
Further, avoid NULL-pointer dereferences and incorrect printing.
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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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Checking button unit type was length for proportional
multi-button adjustment wasn't working.
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Was incorrectly triggering animation for panels which would be free'd
before the animation ended.
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Was incorrectly triggering animation for panels which would be free'd
before the animation ended.
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Only applys to obdata feature is supposed to be locked in that case, not
the whole modifier.
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Follow-up to previous commit.
Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.
We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.
* Changes the property split percentage from 50/50% to 40/60%. This is
needed to give enough space for the checkboxes. But in most cases this
looks better anyway - see Transform panel. In some cases it simply
fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
When we did this, the alignment was never quite right, and the layout
code was a mess.
* Adds column headings to many places where a list of checkboxes all
share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
poorly with column headings, and also they would mess alignment up
badly. The grid flow layouts also often made buttons and controls jump
around on the screen if you would just resize editors slightly,
causing visual confusion, making users lose their place. The logic for
at what time the list of items would re-flow was often flawed, jumping
to multiple columns too fast or too late - and frankly, the grid flow
layouts would often just look bad.
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7430
Reviewed by: Brecht Van Lommel, Pablo Vazquez.
Most work here by William Reynish, few changes by Julian Eisel.
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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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Converting menus to PIE's was removing convenient key accelerators.
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Although we still dynamically hide scrollbars, they don't change the
region size anymore. They are simply drawn on top of the region content.
Because of this, some hacks introduced by fa28e50ac2a7 are no longer
necessary.
Without these hacks, the scrollbar visibility is evaluated much more
often (cheap operation) which should be more reliable and possibly solve
some glitches.
Also replaces integers passed as booleans.
Fixes T75782.
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LIB_TAG_EXTRAUSER_SET flag
For example in the Image Editor, an assert would be triggered after
unlinking an image [with setting users to zero] and then setting the
image for the Image Editor again.
Whenever we set an Image for Image Editor, the Image ID is flagged
LIB_TAG_EXTRAUSER_SET, when we unlink [with setting users to zero] this
flag was not cleared.
quote @mont29: "a proper fix would be to move this to modern code, and
actually delete the ID..." but that is for later.
Maniphest Tasks: T75675
Differential Revision: https://developer.blender.org/D7452
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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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Currently the background of a panel is drawn on top of its subpanels
when it is dragged. The solution is to also "select" the subpanels so they
are drawn on top in UI_panels_draw.
Differential Revision: https://developer.blender.org/D7440
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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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Caused edit preferences not to open.
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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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Internally these values are ints.
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In RNA pointer search buttons (i.e. the ones with an eyedropper),
data-blocks were handled badly. It was not possible to select a linked
data-block that had the same name as a local one, which is especially
common with library overrides. Neither was there a hint to tell appart
linked data-blocks and which .blend file they come from.
These issues are addressed now, we show an "L" prefix and the .blend
file name in the search box (like in ID-templates).
Changes here are quite simple, since the heavy lifting was already done
through c20c203b8226.
Addresses T73156.
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When updating the active button, the search data wasn't updated, so it
kept using the old pointers. A check in `ui_rna_collection_search_cb()`
relied on this incorrect behavior so I had to fix that too. Note that
the previous commit was also needed for the second fix to work.
Caused by c46dcdf8871e.
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If the `uiButStore` data was freed after the buttons/blocks were updated
from previous instances (see `UI_block_update_from_old()`), e.g. by
delaying that to the "afterfuncs" (`ui_apply_but_funcs_after()`), the
data would get lost. As result, the button pointers that the API is
supposed to keep valid would point to freed memory.
This wasn't an issue so far since the API didn't happen to be used this
way. That changes with the next commit.
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The behavior for subpanels was incorrect, and the ideal behavior isn't even clear.
This disables the "collapse all" ctrl click feature for panels that have parents.
Differential Revision: https://developer.blender.org/D7355
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