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2021-08-13Keyframe: Reduce GPU context switches.Jeroen Bakker
This change reduces the GPU context switches when drawing keyframes. In the previous situation the keyframe blocks and keyframe keys were drawn per channel. With this patch first all the keyframe blocks are drawn for all channels and after that the keyframe keys are collected for all channels and send to the GPU in a single draw call.
2021-08-12Add Extras Dropdown Menu to ConstraintsHenrik Dick
Add Apply Constraint, Duplicate Constraint, and Copy To Selected operators, and include them in a menu similar to the menu for modifiers. The shortcuts in the extras menu are also matched to modifiers. All the here added operators are intended to work exactly like the analogous ones for modifiers. That means the apply operator should apply a constraint as if it was first in the list, just like modifiers do. I have added the same warning message as for modifiers when that happens. The decision to use this approach of appling the constraint as if it was first, was made for consistency with modifiers. People are already used to how it works there. Is also provides more intricate control over the applied transforms, then just applying all constraints up to that one. Apply all constraints is already kinda implemented in Bake Animation. Reviewed By: HooglyBoogly, sybren, #user_interface Differential Revision: https://developer.blender.org/D10914
2021-08-12Cleanup: use C++ style comments for disabled codeCampbell Barton
2021-08-11Enable Asset Browser by default for poses, rest stays experimentalJulian Eisel
Idea for 3.0 is to disable all functionality that isn't well polished and focus on those parts first. Starting with poses. * Adds a new experimental option "Extended Asset Browser", replacing "Asset Browser". * Unlike the previous option, this isn't enabled by default anymore. This didn't work well in practice and caused plenty of confusion. * "Mark as Asset" and "Clear Asset" are hidden if the option is disabled. * Same for the category selection in the Asset Browser. * Always show display the "Only Assets" option in the File Browser while browing inside .blend files. That way you can hide data-blocks that are not pose assets. * The Asset Library setup UI in the Preferences is always visible now, it's needed for pose library access. Addresses T90181, T90180 and T90300. Differential Revision: https://developer.blender.org/D12120
2021-08-09Cleanup: spelling in commentsCampbell Barton
2021-08-06Cleanup: rename `FileList::asset_library` → `asset_library_ref`Sybren A. Stüvel
In the `FileList` struct, rename the `AssetLibraryReference *asset_library` field to `asset_library_ref` -- it's a description of which asset library is used, and not the asset library itself. This is to make space for a future `AssetLibrary *asset_library` field, which will point to an actual asset library struct/class. No functional changes. Reviewed by: Severin Differential Revision: https://developer.blender.org/D12151
2021-08-06Cleanup: use MEM_SAFE_FREE macroCampbell Barton
2021-08-05Cleanup: remove redundant parenthesisCampbell Barton
2021-08-03Cleanup: interface, reduce indentation of copy_to_selected_button()Sybren A. Stüvel
Reduce cognitive complexity of `copy_to_selected_button()` by flipping conditions, returning early, and using `continue`. No functional changes.
2021-08-03UI: building without Python againCampbell Barton
Also quiet some warnings.
2021-08-03Cleanup: use C++ comments or 'if 0' for commented codeCampbell Barton
2021-08-02WindowManager: Support Dynamic tooltips when dragging.Jeroen Bakker
Originally the operator name was drawn next to the dragging content. After that there was an option to add custom, static text with the dragging content. This patch allows dynamic text to be drawn. The custom text was implemented as out parameter of the poll function what made the code unclear. This patch introduces a tooltip function that separates tooltip generation from the poll function. NOTE: the text should always be returned in its own memory block. This block will be freed after it is copied in the drag struct. Reviewed By: Severin Differential Revision: https://developer.blender.org/D12104
2021-07-30Fix T90318: Dragging asset while Asset Browser is still loading crashesJulian Eisel
This partially reverts cb0b017d8f51: We can't store the asset handle in the drag data, because the file pointer it wraps may be freed as the Asset Browser generates its file list.
2021-07-30Cleanup: missing leading '*' from comment blocksCampbell Barton
2021-07-30Cleanup: limit scope of temporary variablesCampbell Barton
Also remove early return as it duplicates cleanup calls.
2021-07-30Cleanup: clang-format (re-run after v12 version bump)Campbell Barton
2021-07-30Cleanup: spelling in commentsCampbell Barton
2021-07-29Assets/UI: Resolve major asset view UI template limitationJulian Eisel
Before this, all asset view templates showing the same asset library would show the same assets, even if they should show different ID types. That was a major limitation since the design did forsee that this template can be put anywhere in the UI to display various sub-sets of assets. Initially I did the ID type filtering close to the asset-list reading, because I wanted to optimize reading so that we would only actually read asset information from disk of the ID type to be shown. But this will be quite complex and I'm not sure if I'll get to work on this anytime soon. So this commit moves the filtering to the template display level solving this limitation. Note: This also adds the code to filter by tags, together with the ID type. But it's not actually used anywhere yet.
2021-07-29Cleanup: Remove unnecessary code for asset view UI templateJulian Eisel
From what I can tell there is no reason anymore to do this. The design has changed since this was added.
2021-07-29Assets/UI: Sanity check argument for UILayout.template_asset_view()Julian Eisel
Was already doing some sanity checks, but wasn't checking if the passed property actually is a collection property, which is important.
2021-07-29Cleanup: Pass asset handle to asset iterator, rather than wrapped fileJulian Eisel
This iterator was introduced before `AssetHandle` existed, so it was dealing with the file data directly. Now we want as little code as possible to deal with the file data, all access should happen via the `AssetHandle`.
2021-07-29Cleanup: Fix build warningRichard Antalik
Introduced in 3964785a1458
2021-07-29VSE: Change grid line drawingRichard Antalik
Add overlay option to disable grid drawing. Reuse drawing code from other editors (timeline editor) Add argument `display_minor_lines` to function `UI_view2d_draw_lines_x__discrete_frames_or_seconds` This way minor line drawing can be disabled and so it doesn't cause too much visual noise. Also spacing seems to be too fine, so VSE uses 3x what is defined in preferences. Reviewed By: fsiddi, Severin Differential Revision: https://developer.blender.org/D11790
2021-07-29UI: Fix time labels drawingRichard Antalik
Calculate frequency of time/frame label drawing, such that labels have at least 10px margin and don't overlap. Change timecode format: - Use at least `mm:ss` format - Don't display frames if all labels would end with +00 Reviewed By: Severin Differential Revision: https://developer.blender.org/D11792
2021-07-28Fix menu poll function being ignored for UILayout.menuJulian Eisel
Using `UILayout.menu()` [1] or `UILayout.menu_contents() [2], the menu would just always be added, the `poll()` check not being executed. As API user I would expect the `poll()` to deterimine visiblity of the menu. [1] https://docs.blender.org/api/current/bpy.types.UILayout.html#bpy.types.UILayout.menu [2] https://docs.blender.org/api/current/bpy.types.UILayout.html#bpy.types.UILayout.menu_contents Differential Revision: https://developer.blender.org/D12053 Reviewed by: Campbell Barton
2021-07-26Cleanup: clang tidyJacques Lucke
2021-07-26Cleanup: spelling in commentsCampbell Barton
2021-07-23Cleanup: code comments punctuation / spacingCampbell Barton
2021-07-21Cleanup: Move reorganize asset filesJulian Eisel
I'm trying to move away from general files with lots of things in them, and instead have many small & focused files. I find that easier to work with since everything has clear responsibilities, even if there is some minor overhead in managing all these files. I also try to differentiate more clearly between public and internal files. So source files and internal headers are in a `intern/` sub-directory, public functions are in a number of headers one level higher. For convenience and to make this compatible with our existing general headers in `editors/include`, I made the `ED_asset.h` there include all these public headers. This is of course a bit of an experiment, let's see how it works in practice. Also corrected the name of `ED_asset_can_make_single_from_context()`.
2021-07-21Cleanup: replace BLI_assert(0 && "text") with BLI_assert_msgCampbell Barton
2021-07-20Fix memory leak with asset view template operator propertiesJulian Eisel
2021-07-20Cleanup: Store asset-handle in drag dataJulian Eisel
Would previously pass a few properties that are available via the asset-handle now. This asset-handle is also required for some of the asset API, e.g. the temporary ID loading. This will probably be needed before too long.
2021-07-20Cleanup: Use asset utility function to get the asset .blend pathJulian Eisel
For this to work, the utility function needs to be callable without context, which is only needed for a File Browser specific hack anyway (doesn't apply to this usage of it).
2021-07-20Cleanup: Getters for asset-handle dataJulian Eisel
While the asset-handle design is supposed to be temporary (see 35affaa971cf), I prefer keeping the fact that it's nothing but a file entry pointer an implementation detail that is abstracted away. So this introduces getters for the file data we typically access for asset-handles.
2021-07-20Cleanup: Fix missing braces warning on ClangAnkit Meel
2021-07-20Cleanup: use single back-tick quoting in commentsCampbell Barton
While doxygen supports both, conform to our style guide. Note that single back-tick's are already used in a majority of comments.
2021-07-19Cleanup: Separate keyframes_draw and keyframes_keylist.Jeroen Bakker
The keylist functions are used in other places for none drawing related stuff. Fe pose_slide uses it.
2021-07-16Cleanup: remove redundant parenthesesCampbell Barton
2021-07-16Cleanup: spelling in commentsCampbell Barton
2021-07-16Cleanup: compiler warningsCampbell Barton
2021-07-15Cleanup: Clang tidyHans Goudey
2021-07-15Cleanup: Remove use of designated initializers in C++ codeHans Goudey
Does not compile on Windows.
2021-07-15Cleanup: Move UI list template code to own file (C++)Julian Eisel
This move was already prepared with 788d38046032 and 26b098c04fbe. The template is quite big already, better to give it its own file. Plus it could use some C++ features like RAII and maybe some more object oriented code. I plan further refactoring there.
2021-07-15UI/Assets: Initial Asset View UI templateJulian Eisel
The asset view UI template is a mini-version of the Asset Browser that can be placed in regular layouts, regions or popups. At this point it's made specifically for placement in vertical layouts, it can be made more flexible in the future. Generally the way this is implemented will likely change a lot still as the asset system evolves. The Pose Library add-on will use the asset view to display pose libraries in the 3D View sidebar. References: * https://developer.blender.org/T86139 * https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building * https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport Notes: * Important limitation: Due to the early & WIP implementation of the asset list, all asset views showing the same library will show the same assets. That is despite the ID type filter option the template provides. The first asset view created will determine what's visible. Of course this should be made to work eventually. * The template supports passing an activate and a drag operator name. The former is called when an asset is clicked on (e.g. to apply the asset) the latter when dragging (e.g. to .blend a pose asset). If no drag operator is set, regular asset drag & drop will be executed. * The template returns the properties for both operators (see example below). * The argument list for using the template is quite long, but we can't avoid that currently. The UI list design requires that we pass a number of RNA or custom properties to work with, that for the Pose Libraries should be registered at the Pose Library add-on level, not in core Blender. * Idea is that Python scripts or add-ons that want to use the asset view can register custom properties, to hold data like the list of assets, and the active asset index. Maybe that will change in future and we can manage these internally. As an example, the pose library add-on uses it like this: ``` activate_op_props, drag_op_props = layout.template_asset_view( "pose_assets", workspace, "active_asset_library", wm, "pose_assets", workspace, "active_pose_asset_index", filter_id_types={"filter_action"}, activate_operator="poselib.apply_pose_asset", drag_operator="poselib.blend_pose_asset", ) drag_op_props.release_confirm = True drag_op_props.flipped = wm.poselib_flipped activate_op_props.flipped = wm.poselib_flipped ```
2021-07-15Cleanup: Use const for UI icon getter functionJulian Eisel
2021-07-15UI: Support defining UI lists in CJulian Eisel
So far all UI lists had to be defined in Python, this makes it possible to define them in C as well. Note that there is a whole bunch of special handling for the Python API that isn't there for C. I think most importantly custom properties support, which currently can't be added for C defined UI lists. The upcoming asset view UI template will use this, which needs to be defined in C. Adds a new file `interface_template_list.cc`, which at this point is mostly a dummy to have a place for the `ED_uilisttypes_ui()` definition. I plan a separate cleanup to move the UI-list template to that file.
2021-07-15UI: New button/widget type for Asset Browser like preview tilesJulian Eisel
This button type shows a preview image above centered text, similar to the File Browser files in Thumbnail Display Mode or the default Asset Browser display. In fact we may want to port these over to use the new button type at some point. Will be used by the asset view UI template that will be added in a following commit. That is basically a mini version of the Asset Browser that can be displayed elsewhere in the UI.
2021-07-15UI: Auto-scroll to keep active text buttons in viewJulian Eisel
If a text button is activated that is not in view (i.e. scrolled away), the scrolling will now be adjusted to have it in view (with some small additional margin). While entering text, the view may also be updated should the button move out of view, for whatever reason. For the most part, this feature shouldn't be needed and won't kick in, except when a clicked on text button is partially out of view or very close to the region edge. It's however quite important for the previously committed feature, that is, pressing Ctrl+F to start searching in a UI list. The end of the list where the scroll button appears may not be in view. Plus while filtering the number of visible items changes so the scrolling has to be updated to keep the search button visible. Note that I disabled the auto-scrolling for when the text button spawned an additional popup, like for search-box buttons. That is because current code assumes the button to have a fixed position while the popup is open. There is no code to update the popup position together with the button/scrolling. I also think that the logic added here could be used in more places, e.g. for the "ensure file in view" logic the File Browser does.
2021-07-15UI: Support pressing Ctrl+F over UI lists to searchJulian Eisel
Adds an operator invoked by default with Ctrl+F that while hovering a UI list, opens the search field of the list and enables text input for it. With this commit the search button may actually be out of view after Ctrl+F still. The following commit adds auto-scroll to solve that. A downside is that in the Properties, there also is Ctrl+F to start the editor-wide search. That's not unusual in Blender though (e.g. scolling with the mouse over a UI list also scrolls the list, not the region).
2021-07-15UI: Support UI list tooltips, defined via Python scriptsJulian Eisel
Makes it possible to create tooltips for UI list rows, which can be filled in .py scripts, similar to how they can extend other menus. This is used by the (to be committed) Pose Library add-on to display pose operations (selecting bones of a pose, blending a pose, etc). It's important that the Python scripts check if the UI list is the correct one by checking the list ID. For this to work, a new `bpy.context.ui_list` can be checked. For example, the Pose Library add-on does the following check: ``` def is_pose_asset_view() -> bool: # Important: Must check context first, or the menu is added for every kind of list. list = getattr(context, "ui_list", None) if not list or list.bl_idname != "UI_UL_asset_view" or list.list_id != "pose_assets": return False if not context.asset_handle: return False return True ```