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Introduces a new `AssetRepresentation` type, as a runtime only container
to hold asset information. It is supposed to become _the_ main way to
represent and refer to assets in the asset system, see T87235. It can
store things like the asset name, asset traits, preview and other asset
metadata.
Technical documentation:
https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Representation.
By introducing a proper asset representation type, we do an important
step away from the previous, non-optimal representation of assets as
files in the file browser backend, and towards the asset system as
backend. It should replace the temporary & hacky `AssetHandle` design in
the near future. Note that the loading of asset data still happens
through the file browser backend, check the linked to Wiki page for more
information on that.
As a side-effect, asset metadata isn't stored in file browser file
entries when browsing with link/append anymore. Don't think this was
ever used, but scripts may have accessed this. Can be brought back if
there's a need for it.
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This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
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No user visible changes expected.
Merges the tree row and grid tile button types, which were mostly doing
the same things. The idea is that there is a button type for
highlighting, as well as supporting general view item features (e.g.
renaming, drag/drop, etc.). So instead there is a view item button type
now. Also ports view item features like renaming, custom context menus,
drag controllers and drop controllers to `ui::AbstractViewItem` (the new
base class for all view items).
This should be quite an improvement because:
- Merges code that was duplicated over view items.
- Mentioned features (renaming, drag & drop, ...) are much easier to
implement in new view types now. Most of it comes "for free".
- Further features will immediately become availalbe to all views (e.g.
selection).
- Simplifies APIs, there don't have to be functions for individual view
item types anymore.
- View item classes are split and thus less overwhelming visually.
- View item buttons now share all code (drawing, handling, etc.)
- We're soon running out of available button types, this commit merges
two into one.
I was hoping I could do this in multiple smaller commits, but things
were quite intertwined so that would've taken quite some effort.
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While dragging assets over a catalog, we would show both the name and
the full catalog path in the drag tooltip. For catalogs at the root
level (catalogs without parents) the name and the full path are the
same, so it would just display the name twice. This is more confusing
than helpful. Now skip displaying the full path in that case.
Reviewed by: Julian Eisel
Addresses T92855
Differential Revision: https://developer.blender.org/D15190
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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Also ensure space at end of comment.
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Using the `MEM_*` API from C++ code was a bit annoying:
* When converting C to C++ code, one often has to add a type cast on
returned `void *`. That leads to having the same type name three times
in the same line. This patch reduces the amount to two and removes the
`sizeof(...)` from the line.
* The existing alternative of using `OBJECT_GUARDED_NEW` looks a out
of place compared to other allocation methods. Sometimes
`MEM_CXX_CLASS_ALLOC_FUNCS` can be used when structs are defined
in C++ code. It doesn't look great but it's definitely better. The downside
is that it makes the name of the allocation less useful. That's because
the same name is used for all allocations of a type, independend of
where it is allocated.
This patch introduces three new functions: `MEM_new`, `MEM_cnew` and
`MEM_delete`. These cover the majority of use cases (array allocation is
not covered).
The `OBJECT_GUARDED_*` macros are removed because they are not
needed anymore.
Differential Revision: https://developer.blender.org/D13502
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* Correct URL for documentation (was changed recently).
* Add comments.
* Reevaluate and update which functions are public, protected or
private.
* Reorder functions and classes to be more logical and readable.
* Add helper class for the public item API so individual functions it
uses can be made protected/private (the helper class is a friend).
Also allows splitting API implementation from the C-API.
* Move internal layout builder helper class to the source file, out of
the header.
* More consistent naming.
* Add alias for item-container, so it's more clear how it can be used.
* Use const.
* Remove unnecessary forward declaration.
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Ref T92709
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The "All" item will be expanded of course, and the tree will also be
expanded so that the active item is visible. But feedback was that in
some setups, opening all the top-level catalogs is a bit too much. So
collapse them for a more compact default layout.
Part of T93582.
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Originally this wasn't really meant to stay there permanently, but
helped giving things a nicer alignment. Others seemed to like it at
first so it stayed, but after more feedback we decided to remove it
again. The alingment is better now with the previous commit.
Part of T93582.
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This makes the relation to the catalogs and the behavior more clear.
Part of T93582.
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This was overlooked, as it seems there's no way for these strings to be
translated currently. Generally it's not that clear whether `N_` or
`TIP_` should be used in this case, but `TIP_` seems more consistent.
To avoid the cost of the translation lookup when the UI text isn't
necessary, we could allow the disabled hint argument to be optional.
Differential Revision: https://developer.blender.org/D13141
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Assigning a catalog to an asset via drag-and-drop in the asset browser
now creates an undo step. Not only does this allow undoing the action,
it also tags the blend file as modified.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D13370
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Without this it's easy to loose track of which catalog you are dragging.
Things feel generally quite jumpy/disconnected, activating the catalog
makes things feel far less like that.
I consider this an important usability fix, therefore I'm adding it to
the release branch.
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When dropping catalogs it is ensured that the name of the moved catalog
is unique within the new parent catalog. When dropping a catalog into
the parent, the catalog would not actually move to a different location,
but it would still be renamed. The unique name logic simply isn't smart
enough to ignore the catalog that is about to be moved.
Address this by disallowing dragging a catalog into its own parent. It's
already there.
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This was an oversight when I added catalog drag & drop support. I forgot
to add this for dragging catalogs into the top level by dragging into to
the "All" item as well. This made the drag & drop support rather broken
because it wouldn't work for a basic case.
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This patch removes a bunch of specific code for drawing the spreadsheet
data set region, which was an overly specific solution for a generic UI.
Nowadays, the UI tree view API used for asset browser catalogs is a much
better way to implement this behavior.
To make this possible, the tree view API is extended in a few ways.
Collapsibility can now be turned off, and whether an item should
be active is moved to a separate virtual function.
The only visual change is that the items are now drawn in a box,
just like the asset catalog.
Differential Revision: https://developer.blender.org/D13198
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While there is nothing technically that would cause issues when moving a
catalog into itself (it just changes the path of the catalog, and the
missing parent catalogs will be created), it seems broken to the user.
So disable this in the drag & drop code for asset catalogs.
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Uses the additions to the UI tree-view API from the previous commit to
enable drag & drop of asset catalogs. The catalogs will be moved in the
tree including children.
A remaining issue is that a catalog with children will always be
collapsed when dropping. I need to find a way to fix that in the
tree-view API.
There are a few improvements I can think of for the tree-item drag &
drop support, but time for these is too short. These can be done as
normal cleanups at some point.
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The label was placed right at the left border of the row highlight,
which looked weird. So add some padding to tree-row labels without icon
or collapse chevron, which makes it look more polished. As additional
benefit, it alignes the labels better with icons of other rows on the
same tree level. And the padding makes it more clear that a child is
indeed a child, not just a sibling without icon.
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There's now a message displayed in red next to the cursor explaining that only
assets from the current file can be moved between catalogs.
The previous commit prepared this.
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A tree-view item's drop controller can now return a message for the user
explaining why dropping isn't possible with the dropped data. This is then
displayed in red text next to the cursor.
This isn't actually used yet, the follow up commit will do that.
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Introduces a dropping-controller API for the tree-view items,
`AbstractTreeViewItemDropController`. This reduces responsibilities of the main
tree-view item classes, which are already getting quite big. As I expect even
more functionality to be needed for it (e.g. drag support), it's better to
start introducing such controller types already.
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Show assets that have an unknown catalog ID assigned in the "Unassigned"
catalog.
Another catalog named "Orphans" was considered as well, but that would
clash with the usual handling of Blender (discarding orphan data on
save) and thus that idea was discarded.
Manifest Task: T91949
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Keep track of unsaved asset catalog changes, in a more granular way than
just one boolean per asset library. Individual catalogs can now be
marked with a flag `has_unsaved_changes`. This is taken into account
when reloading data from the catalog definition file (CDF):
- New catalog in CDF: gets loaded
- Already-known catalog in CDF:
- local unsaved changes: on-disk catalog is ignored
- otherwise: on-disk catalog replaces in-memory one
- Already-known catalog that does not exist in CDF:
- local unsaved changes: catalog is kept around
- otherwise: catalog is deleted.
Because this saving-is-also-loading behaviour, the "has unsaved changes"
flags are all stored in the undo buffer; undoing after saving will not
change the CDF, but at least it'll undo the loading from disk, and it'll
re-mark any changes as "not saved".
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12967
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No longer save asset catalogs on blendfile save. Instead:
- extend the confirmation prompt for unsaved changes to show unsaved
catalogs.
- In the confirmation prompt, make catalog saving explicit & optional,
just like we do it for external images. {F10881736}
- In the Asset Browser catalog tree, show an operator icon to save the
catalogs to disk. It's grayed out if there are no changes to save, or
if the .blend wasn't saved yet (required to know where to save the
catalog definitions to). {F10881743}
Much of the work was done by @Severin and reviewed by me, then we
swapped roles.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12796
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Ensure that catalog operations create an undo snapshot, and show
undo/redo operators in the asset browser.
A hidden operator `ASSET_OT_catalog_undo_push` is also added such that
add-ons can also set undo snapshots if they need.
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The context menu is a standard way to expose operations of the clicked
item to the user. They expect it to be there, and we can make use of it
as a place to put more advanced operations in.
The menu contains:
* New Catalog
* Delete Catalog
* Rename
Also removes the 'x' icon to delete a catalog from the right side of a
row. This was just placed there temporarily until the context menu is
there. It's too easy to accidentally delete catalogs with this.
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The menu to select the active Asset Library is now in the left bar (so called
"Source List", although I'd prefer "Navigation-Bar").
This has some benefits:
* All Asset Library navigation is in the left sidebar now, giving nice grouping
and a top-to-bottom & left-to-right flow of the layout. The header is focused
on view set-up now.
* Catalogs are stored inside the asset library. Makes sense to have them right
under that.
* Less content in the header allows for less wide Asset Browsers without
extensive scrolling.
* This location gives more space to add options or operators for Asset
Libraries.
Main downside I see is that the side-bar needs to be opened to change
libraries, which takes quite some space. In practice there shouldn't be need to
do this often though.
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This reworks how tree rows are constructed in the layout and how they
behave in return.
* To open or collapse a row, the triangle/chevron icon has to be clicked
now. The previous behavior of allowing to do it on the entire row, but
only if the item was active already, was just too unusual and felt
weird.
* Reduce margin between chevron icon and the row label.
* Indent child items without chevron some more, otherwise they feel like
a row on the same level as their parent, just without chevron.
* Fix renaming button taking entire row width. Respect indentation now.
* Fix double-clicking to rename toggling collapsed state on each click.
Some hacks/special-handling was needed so tree-rows always highlight
while the mouse is hovering them, even if the mouse is actually hovering
another button inside the row.
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Now the icons to add or delete catalogs are only shown when mouse hovering a
catalog item in the tree. This is convenient for quick creation of catalogs,
and doesn't require activating a catalog to edit it first.
Determining if a tree item is hovered isn't trivial actually. The UI tree-view
code has to find the matching tree-row button in the previous layout to do so,
since the new layout isn't calculated yet.
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Feedback was that it's unclear sometimes how to add a new item and that some
people expect a button to add a new item next to the "All" item.
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Catalogs can now be renamed by double clicking them in the Asset
Browser. This is mostly done through the tree-view API, the asset
specific code is very little.
There is some polish left to be done here, e.g. the double click
currently also collapses/uncollapses and activates the clicked item. And
the rename button takes the full width of the row. But addressing these
is better done as part of some other behavioral changes that are planned
anyway.
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Issue was that the `on_activate()` callback of tree-items were
continuously called, because the active-state was queried before we
fully reconstructed the tree and its state from the previous redraw.
Such issues could happen in more places, so I've refactored the API a
bit to reflect the requirements for state queries, and include some
sanity checks.
The actual fix for the issue is to delay the state change until the tree
is fully reconstructed, by letting the tree-items pass a callback to
check if they should be active.
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The `ui::BasicTreeViewItem` took a function-like object to execute on
item activation via the constructor. This was mainly intended to be used
with lambdas. However, it's confusing to just have this lambda there,
with no indication of what it's for (activation).
Instead, assign the function-like object via an explicit `on_activate()`
function.
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The asset catalog design was always that the active catalog would also
display all assets of its child catalogs (or grand-childs, etc.). This
is one of the main characteristics that differentiates catalogs from
usual directories.
Sybren prepared this on the asset catalog backend side with
56ce51d1f75a. This integrates it into the Asset Browser backend and the
UI.
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Makes sure that the active item of a tree never has collapsed parent
items, which can be confusing if it happens. E.g. for the asset catalogs
UI, the active catalog decides which assets are visible. Having it
hidden while being the main factor deciding which assets are visible is
quite confusing.
I think it makes sense to have this at the UI Tree-View level, rather
than doing it manually in the asset catalog code for example. Seems like
something you'd commonly want. We can make it optional in the API if
needed.
Renamed the `set_active()` function to make clear that it is more than a
mere setter.
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Dragging assets onto the "Unassigned" catalog tree item will effectively
move the assets out of any catalog. Technically this means unsetting the
Catalog-ID stored in the asset metadata, or more precisely setting the
UUID to be all zeros.
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Should make the code a bit more organized and help getting an overview
of the interfaces more quickly.
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With this it is possible to select any number of assets in the Asset
Browser and drag them into catalogs. The assets will be moved to that
catalog then. However, this will only work in the "Current File" asset
library, since that is the only library that allows changing assets,
which is what's done here.
While dragging assets over the tree row, a tooltip is shown explaining
what's going to happen.
In preparation to this, the new UI tree-view API was already extended
with custom drop support, see 4ee2d9df428d.
----
Changes here to the `wmDrag` code were needed to support dragging multiple
assets. Some of it is considered temporary because a) a proper #AssetHandle
design should replace some ugly parts of this patch and b) the multi-item
support in `wmDrag` isn't that great yet. The entire API will have to be
written anyway (see D4071).
Maniphest Tasks: T91573
Differential Revision: https://developer.blender.org/D12713
Reviewed by: Sybren Stüvel
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The Asset Browser now displays a tree with asset catalogs in the left
sidebar.
This replaces the asset categories. It uses the new UI tree-view API
(https://wiki.blender.org/wiki/Source/Interface/Views#Tree-View).
Buttons are displayed for adding and removing of catalogs. Parent items
can be collapsed, but the collapsed/uncollapsed state is not stored in
files yet.
Note that edits to catalogs (e.g. new or removed catalogs) are only
written to the asset library's catalog definition files when saving a
.blend.
In the "Current File" asset library, we try to show asset catalogs from
a parent asset library, or if that fails, from the directory the file is
stored in. See adaf4f56e1ed.
There are plenty of TODOs and smaller glitches to be fixed still. Plus a
UI polishing pass should be done.
Important missing UI features:
* Dragging assets into catalogs (WIP, close to being ready).
* Renaming catalogs
* Proper handling of catalogs in the "Current File" asset library
(currently not working well).
The "Current File" asset library is especially limited still. Since this
is the only place where you can assign assets to a catalog, this makes
the catalogs very cumbersome in general. To assign an asset to a
catalog, one has to manually copy the Catalog ID (a random hash like
number) to the asset metadata through a temporary UI in the Asset
Browser Sidebar. These limitations should be addressed over the next few
days, they are high priority.
Differential Revision: https://developer.blender.org/D12670
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