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/*
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
*/
/** \file
* \ingroup edinterface
2011-02-27 20:29:51 +00:00
*/
#include <ctype.h>
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#include "MEM_guardedalloc.h"
#include "DNA_brush_types.h"
#include "DNA_cachefile_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curveprofile_types.h"
#include "DNA_gpencil_modifier_types.h"
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
#include "DNA_node_types.h"
#include "DNA_object_force_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_shader_fx_types.h"
#include "DNA_texture_types.h"
#include "BLI_fnmatch.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_path_util.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_timecode.h"
#include "BLI_utildefines.h"
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
#include "BLF_api.h"
#include "BLT_translation.h"
#include "BKE_action.h"
#include "BKE_colorband.h"
#include "BKE_colortools.h"
#include "BKE_constraint.h"
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#include "BKE_context.h"
#include "BKE_curveprofile.h"
#include "BKE_global.h"
#include "BKE_gpencil_modifier.h"
#include "BKE_idprop.h"
2020-03-20 12:19:44 +11:00
#include "BKE_idtype.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h"
#include "BKE_lib_override.h"
#include "BKE_linestyle.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_packedFile.h"
#include "BKE_particle.h"
#include "BKE_report.h"
#include "BKE_scene.h"
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
#include "BKE_screen.h"
#include "BKE_shader_fx.h"
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "ED_fileselect.h"
#include "ED_object.h"
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
#include "ED_render.h"
#include "ED_screen.h"
#include "ED_undo.h"
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#include "RNA_access.h"
#include "WM_api.h"
#include "WM_types.h"
#include "BLO_readfile.h"
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#include "UI_interface.h"
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
#include "UI_interface_icons.h"
#include "UI_view2d.h"
#include "interface_intern.h"
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#include "PIL_time.h"
// #define USE_OP_RESET_BUT // we may want to make this optional, disable for now.
/* defines for templateID/TemplateSearch */
#define TEMPLATE_SEARCH_TEXTBUT_WIDTH (UI_UNIT_X * 6)
#define TEMPLATE_SEARCH_TEXTBUT_HEIGHT UI_UNIT_Y
void UI_template_fix_linking(void)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
}
/* -------------------------------------------------------------------- */
/** \name Header Template
* \{ */
void uiTemplateHeader(uiLayout *layout, bContext *C)
{
uiBlock *block;
block = uiLayoutAbsoluteBlock(layout);
ED_area_header_switchbutton(C, block, 0);
}
/** \} */
2019-09-06 16:12:47 +10:00
/* -------------------------------------------------------------------- */
/** \name Search Menu Helpers
* \{ */
/**
* Add a block button for the search menu for templateID and templateSearch.
*/
static void template_add_button_search_menu(const bContext *C,
uiLayout *layout,
uiBlock *block,
PointerRNA *ptr,
PropertyRNA *prop,
uiBlockCreateFunc block_func,
void *block_argN,
const char *const tip,
const bool use_previews,
const bool editable,
const bool live_icon)
{
PointerRNA active_ptr = RNA_property_pointer_get(ptr, prop);
ID *id = (active_ptr.data && RNA_struct_is_ID(active_ptr.type)) ? active_ptr.data : NULL;
const ID *idfrom = ptr->owner_id;
const StructRNA *type = active_ptr.type ? active_ptr.type : RNA_property_pointer_type(ptr, prop);
uiBut *but;
if (use_previews) {
ARegion *region = CTX_wm_region(C);
/* Ugly tool header exception. */
const bool use_big_size = (region->regiontype != RGN_TYPE_TOOL_HEADER);
/* Ugly exception for screens here,
* drawing their preview in icon size looks ugly/useless */
const bool use_preview_icon = use_big_size || (id && (GS(id->name) != ID_SCR));
const short width = UI_UNIT_X * (use_big_size ? 6 : 1.6f);
const short height = UI_UNIT_Y * (use_big_size ? 6 : 1);
uiLayout *col = NULL;
if (use_big_size) {
/* Assume column layout here. To be more correct, we should check if the layout passed to
* template_id is a column one, but this should work well in practice. */
col = uiLayoutColumn(layout, true);
}
but = uiDefBlockButN(block, block_func, block_argN, "", 0, 0, width, height, tip);
if (use_preview_icon) {
int icon = id ? ui_id_icon_get(C, id, use_big_size) : RNA_struct_ui_icon(type);
ui_def_but_icon(but, icon, UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
}
else {
ui_def_but_icon(but, RNA_struct_ui_icon(type), UI_HAS_ICON);
UI_but_drawflag_enable(but, UI_BUT_ICON_LEFT);
}
if ((idfrom && idfrom->lib) || !editable) {
UI_but_flag_enable(but, UI_BUT_DISABLED);
}
if (use_big_size) {
uiLayoutRow(col ? col : layout, true);
}
}
else {
but = uiDefBlockButN(block, block_func, block_argN, "", 0, 0, UI_UNIT_X * 1.6, UI_UNIT_Y, tip);
if (live_icon) {
int icon = id ? ui_id_icon_get(C, id, false) : RNA_struct_ui_icon(type);
ui_def_but_icon(but, icon, UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
}
else {
ui_def_but_icon(but, RNA_struct_ui_icon(type), UI_HAS_ICON);
}
if (id) {
/* default dragging of icon for id browse buttons */
UI_but_drag_set_id(but, id);
}
UI_but_drawflag_enable(but, UI_BUT_ICON_LEFT);
if ((idfrom && idfrom->lib) || !editable) {
UI_but_flag_enable(but, UI_BUT_DISABLED);
}
}
}
static uiBlock *template_common_search_menu(const bContext *C,
ARegion *region,
uiButSearchUpdateFn search_update_fn,
void *search_arg,
uiButHandleFunc search_exec_fn,
void *active_item,
const int preview_rows,
const int preview_cols,
float scale)
{
static char search[256];
wmWindow *win = CTX_wm_window(C);
uiBlock *block;
uiBut *but;
/* clear initial search string, then all items show */
search[0] = 0;
block = UI_block_begin(C, region, "_popup", UI_EMBOSS);
UI_block_flag_enable(block, UI_BLOCK_LOOP | UI_BLOCK_SEARCH_MENU);
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
/* preview thumbnails */
if (preview_rows > 0 && preview_cols > 0) {
const int w = 4 * U.widget_unit * preview_cols * scale;
const int h = 5 * U.widget_unit * preview_rows * scale;
/* fake button, it holds space for search items */
uiDefBut(block, UI_BTYPE_LABEL, 0, "", 10, 26, w, h, NULL, 0, 0, 0, 0, NULL);
but = uiDefSearchBut(block,
search,
0,
ICON_VIEWZOOM,
sizeof(search),
10,
0,
w,
UI_UNIT_Y,
preview_rows,
preview_cols,
"");
}
/* list view */
else {
const int searchbox_width = UI_searchbox_size_x();
const int searchbox_height = UI_searchbox_size_y();
/* fake button, it holds space for search items */
uiDefBut(block,
UI_BTYPE_LABEL,
0,
"",
10,
15,
searchbox_width,
searchbox_height,
NULL,
0,
0,
0,
0,
NULL);
but = uiDefSearchBut(block,
search,
0,
ICON_VIEWZOOM,
sizeof(search),
10,
0,
searchbox_width,
UI_UNIT_Y - 1,
0,
0,
"");
}
UI_but_func_search_set(but,
ui_searchbox_create_generic,
search_update_fn,
search_arg,
NULL,
search_exec_fn,
active_item);
UI_block_bounds_set_normal(block, 0.3f * U.widget_unit);
UI_block_direction_set(block, UI_DIR_DOWN);
/* give search-field focus */
UI_but_focus_on_enter_event(win, but);
/* this type of search menu requires undo */
but->flag |= UI_BUT_UNDO;
return block;
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Search Callbacks
* \{ */
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
typedef struct TemplateID {
PointerRNA ptr;
PropertyRNA *prop;
ListBase *idlb;
short idcode;
short filter;
int prv_rows, prv_cols;
bool preview;
float scale;
} TemplateID;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* Search browse menu, assign */
static void template_ID_set_property_exec_fn(bContext *C, void *arg_template, void *item)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
TemplateID *template_ui = (TemplateID *)arg_template;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* ID */
if (item) {
PointerRNA idptr;
RNA_id_pointer_create(item, &idptr);
RNA_property_pointer_set(&template_ui->ptr, template_ui->prop, idptr, NULL);
RNA_property_update(C, &template_ui->ptr, template_ui->prop);
}
}
static bool id_search_add(const bContext *C,
TemplateID *template_ui,
const int flag,
const char *str,
uiSearchItems *items,
ID *id)
{
ID *id_from = template_ui->ptr.owner_id;
if (!((flag & PROP_ID_SELF_CHECK) && id == id_from)) {
/* use filter */
if (RNA_property_type(template_ui->prop) == PROP_POINTER) {
PointerRNA ptr;
RNA_id_pointer_create(id, &ptr);
if (RNA_property_pointer_poll(&template_ui->ptr, template_ui->prop, &ptr) == 0) {
return true;
}
}
/* hide dot-datablocks, but only if filter does not force it visible */
if (U.uiflag & USER_HIDE_DOT) {
if ((id->name[2] == '.') && (str[0] != '.')) {
return true;
}
}
if (*str == '\0' || BLI_strcasestr(id->name + 2, str)) {
/* +1 is needed because BKE_id_ui_prefix used 3 letter prefix
* followed by ID_NAME-2 characters from id->name
*/
char name_ui[MAX_ID_FULL_NAME_UI];
int iconid = ui_id_icon_get(C, id, template_ui->preview);
const bool use_lib_prefix = template_ui->preview || iconid;
const bool has_sep_char = (id->lib != NULL);
2020-07-01 13:12:24 +10:00
/* When using previews, the library hint (linked, overridden, missing) is added with a
* character prefix, otherwise we can use a icon. */
BKE_id_full_name_ui_prefix_get(name_ui, id, use_lib_prefix, UI_SEP_CHAR);
if (!use_lib_prefix) {
iconid = UI_library_icon_get(id);
}
if (!UI_search_item_add(
items, name_ui, id, iconid, has_sep_char ? UI_BUT_HAS_SEP_CHAR : 0)) {
return false;
}
}
}
return true;
}
/* ID Search browse menu, do the search */
static void id_search_cb(const bContext *C,
void *arg_template,
const char *str,
uiSearchItems *items)
{
TemplateID *template_ui = (TemplateID *)arg_template;
ListBase *lb = template_ui->idlb;
ID *id;
int flag = RNA_property_flag(template_ui->prop);
/* ID listbase */
for (id = lb->first; id; id = id->next) {
if (!id_search_add(C, template_ui, flag, str, items, id)) {
break;
}
}
}
/**
* Use id tags for filtering.
*/
static void id_search_cb_tagged(const bContext *C,
void *arg_template,
const char *str,
uiSearchItems *items)
{
TemplateID *template_ui = (TemplateID *)arg_template;
ListBase *lb = template_ui->idlb;
ID *id;
int flag = RNA_property_flag(template_ui->prop);
/* ID listbase */
for (id = lb->first; id; id = id->next) {
if (id->tag & LIB_TAG_DOIT) {
if (!id_search_add(C, template_ui, flag, str, items, id)) {
break;
}
id->tag &= ~LIB_TAG_DOIT;
}
}
}
/**
* A version of 'id_search_cb' that lists scene objects.
*/
static void id_search_cb_objects_from_scene(const bContext *C,
void *arg_template,
const char *str,
uiSearchItems *items)
{
TemplateID *template_ui = (TemplateID *)arg_template;
ListBase *lb = template_ui->idlb;
Scene *scene = NULL;
ID *id_from = template_ui->ptr.owner_id;
if (id_from && GS(id_from->name) == ID_SCE) {
scene = (Scene *)id_from;
}
else {
scene = CTX_data_scene(C);
}
BKE_main_id_flag_listbase(lb, LIB_TAG_DOIT, false);
FOREACH_SCENE_OBJECT_BEGIN (scene, ob_iter) {
ob_iter->id.tag |= LIB_TAG_DOIT;
}
FOREACH_SCENE_OBJECT_END;
id_search_cb_tagged(C, arg_template, str, items);
}
/* ID Search browse menu, open */
static uiBlock *id_search_menu(bContext *C, ARegion *region, void *arg_litem)
{
static TemplateID template_ui;
PointerRNA active_item_ptr;
void (*id_search_update_fn)(
const bContext *, void *, const char *, uiSearchItems *) = id_search_cb;
/* arg_litem is malloced, can be freed by parent button */
template_ui = *((TemplateID *)arg_litem);
active_item_ptr = RNA_property_pointer_get(&template_ui.ptr, template_ui.prop);
if (template_ui.filter) {
/* Currently only used for objects. */
if (template_ui.idcode == ID_OB) {
if (template_ui.filter == UI_TEMPLATE_ID_FILTER_AVAILABLE) {
id_search_update_fn = id_search_cb_objects_from_scene;
}
}
}
return template_common_search_menu(C,
region,
id_search_update_fn,
&template_ui,
template_ID_set_property_exec_fn,
active_item_ptr.data,
template_ui.prv_rows,
template_ui.prv_cols,
template_ui.scale);
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name ID Template
* \{ */
/* This is for browsing and editing the ID-blocks used */
/* for new/open operators */
void UI_context_active_but_prop_get_templateID(bContext *C,
PointerRNA *r_ptr,
PropertyRNA **r_prop)
{
TemplateID *template_ui;
uiBut *but = UI_context_active_but_get(C);
memset(r_ptr, 0, sizeof(*r_ptr));
*r_prop = NULL;
if (but && but->func_argN) {
template_ui = but->func_argN;
*r_ptr = template_ui->ptr;
*r_prop = template_ui->prop;
}
}
static void template_id_cb(bContext *C, void *arg_litem, void *arg_event)
{
TemplateID *template_ui = (TemplateID *)arg_litem;
PointerRNA idptr = RNA_property_pointer_get(&template_ui->ptr, template_ui->prop);
ID *id = idptr.data;
int event = POINTER_AS_INT(arg_event);
const char *undo_push_label = NULL;
switch (event) {
case UI_ID_BROWSE:
case UI_ID_PIN:
RNA_warning("warning, id event %d shouldnt come here", event);
break;
case UI_ID_OPEN:
case UI_ID_ADD_NEW:
/* these call UI_context_active_but_prop_get_templateID */
break;
case UI_ID_DELETE:
memset(&idptr, 0, sizeof(idptr));
RNA_property_pointer_set(&template_ui->ptr, template_ui->prop, idptr, NULL);
RNA_property_update(C, &template_ui->ptr, template_ui->prop);
if (id && CTX_wm_window(C)->eventstate->shift) {
/* only way to force-remove data (on save) */
id_us_clear_real(id);
id_fake_user_clear(id);
id->us = 0;
undo_push_label = "Delete Data-Block";
}
break;
case UI_ID_FAKE_USER:
if (id) {
if (id->flag & LIB_FAKEUSER) {
id_us_plus(id);
}
else {
id_us_min(id);
}
undo_push_label = "Fake User";
}
else {
return;
}
break;
case UI_ID_LOCAL:
if (id) {
Main *bmain = CTX_data_main(C);
if (BKE_lib_override_library_is_enabled() && CTX_wm_window(C)->eventstate->shift) {
if (ID_IS_OVERRIDABLE_LIBRARY(id)) {
/* Only remap that specific ID usage to overriding local data-block. */
ID *override_id = BKE_lib_override_library_create_from_id(bmain, id, false);
if (override_id != NULL) {
BKE_main_id_clear_newpoins(bmain);
/* Assign new pointer, takes care of updates/notifiers */
RNA_id_pointer_create(override_id, &idptr);
}
}
}
else {
if (BKE_lib_id_make_local(bmain, id, false, 0)) {
BKE_main_id_clear_newpoins(bmain);
/* reassign to get get proper updates/notifiers */
idptr = RNA_property_pointer_get(&template_ui->ptr, template_ui->prop);
}
}
RNA_property_pointer_set(&template_ui->ptr, template_ui->prop, idptr, NULL);
RNA_property_update(C, &template_ui->ptr, template_ui->prop);
undo_push_label = "Make Local";
}
break;
case UI_ID_OVERRIDE:
if (id && ID_IS_OVERRIDE_LIBRARY(id)) {
BKE_lib_override_library_free(&id->override_library, true);
/* reassign to get get proper updates/notifiers */
idptr = RNA_property_pointer_get(&template_ui->ptr, template_ui->prop);
RNA_property_pointer_set(&template_ui->ptr, template_ui->prop, idptr, NULL);
RNA_property_update(C, &template_ui->ptr, template_ui->prop);
undo_push_label = "Override Data-Block";
}
break;
case UI_ID_ALONE:
if (id) {
const bool do_scene_obj = ((GS(id->name) == ID_OB) &&
(template_ui->ptr.type == &RNA_LayerObjects));
/* make copy */
if (do_scene_obj) {
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
ED_object_single_user(bmain, scene, (struct Object *)id);
WM_event_add_notifier(C, NC_WINDOW, NULL);
DEG_relations_tag_update(bmain);
}
else {
Main *bmain = CTX_data_main(C);
id_single_user(C, id, &template_ui->ptr, template_ui->prop);
DEG_relations_tag_update(bmain);
}
undo_push_label = "Make Single User";
}
break;
#if 0
case UI_ID_AUTO_NAME:
break;
#endif
}
if (undo_push_label != NULL) {
ED_undo_push(C, undo_push_label);
}
}
static const char *template_id_browse_tip(const StructRNA *type)
{
if (type) {
switch (RNA_type_to_ID_code(type)) {
case ID_SCE:
return N_("Browse Scene to be linked");
case ID_OB:
return N_("Browse Object to be linked");
case ID_ME:
return N_("Browse Mesh Data to be linked");
case ID_CU:
return N_("Browse Curve Data to be linked");
case ID_MB:
return N_("Browse Metaball Data to be linked");
case ID_MA:
return N_("Browse Material to be linked");
case ID_TE:
return N_("Browse Texture to be linked");
case ID_IM:
return N_("Browse Image to be linked");
case ID_LS:
return N_("Browse Line Style Data to be linked");
case ID_LT:
return N_("Browse Lattice Data to be linked");
case ID_LA:
return N_("Browse Light Data to be linked");
case ID_CA:
return N_("Browse Camera Data to be linked");
case ID_WO:
return N_("Browse World Settings to be linked");
case ID_SCR:
return N_("Choose Screen layout");
case ID_TXT:
return N_("Browse Text to be linked");
case ID_SPK:
return N_("Browse Speaker Data to be linked");
case ID_SO:
return N_("Browse Sound to be linked");
case ID_AR:
return N_("Browse Armature data to be linked");
case ID_AC:
return N_("Browse Action to be linked");
case ID_NT:
return N_("Browse Node Tree to be linked");
case ID_BR:
return N_("Browse Brush to be linked");
case ID_PA:
return N_("Browse Particle Settings to be linked");
case ID_GD:
return N_("Browse Grease Pencil Data to be linked");
case ID_MC:
return N_("Browse Movie Clip to be linked");
case ID_MSK:
return N_("Browse Mask to be linked");
case ID_PAL:
return N_("Browse Palette Data to be linked");
case ID_PC:
return N_("Browse Paint Curve Data to be linked");
case ID_CF:
return N_("Browse Cache Files to be linked");
case ID_WS:
return N_("Browse Workspace to be linked");
case ID_LP:
return N_("Browse LightProbe to be linked");
case ID_HA:
return N_("Browse Hair Data to be linked");
case ID_PT:
return N_("Browse Point Cloud Data to be linked");
case ID_VO:
return N_("Browse Volume Data to be linked");
case ID_SIM:
2020-04-20 11:21:08 +02:00
return N_("Browse Simulation to be linked");
}
}
return N_("Browse ID data to be linked");
}
2015-05-31 14:20:03 +10:00
/**
* \return a type-based i18n context, needed e.g. by "New" button.
* In most languages, this adjective takes different form based on gender of type name...
*/
#ifdef WITH_INTERNATIONAL
static const char *template_id_context(StructRNA *type)
{
if (type) {
return BKE_idtype_idcode_to_translation_context(RNA_type_to_ID_code(type));
}
return BLT_I18NCONTEXT_DEFAULT;
}
#else
# define template_id_context(type) 0
#endif
static uiBut *template_id_def_new_but(uiBlock *block,
const ID *id,
const TemplateID *template_ui,
StructRNA *type,
const char *const newop,
const bool editable,
const bool id_open,
const bool use_tab_but,
int but_height)
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
{
ID *idfrom = template_ui->ptr.owner_id;
uiBut *but;
const int w = id ? UI_UNIT_X : id_open ? UI_UNIT_X * 3 : UI_UNIT_X * 6;
const int but_type = use_tab_but ? UI_BTYPE_TAB : UI_BTYPE_BUT;
/* i18n markup, does nothing! */
BLT_I18N_MSGID_MULTI_CTXT("New",
BLT_I18NCONTEXT_DEFAULT,
BLT_I18NCONTEXT_ID_SCENE,
BLT_I18NCONTEXT_ID_OBJECT,
BLT_I18NCONTEXT_ID_MESH,
BLT_I18NCONTEXT_ID_CURVE,
BLT_I18NCONTEXT_ID_METABALL,
BLT_I18NCONTEXT_ID_MATERIAL,
BLT_I18NCONTEXT_ID_TEXTURE,
BLT_I18NCONTEXT_ID_IMAGE,
BLT_I18NCONTEXT_ID_LATTICE,
BLT_I18NCONTEXT_ID_LIGHT,
BLT_I18NCONTEXT_ID_CAMERA,
BLT_I18NCONTEXT_ID_WORLD,
BLT_I18NCONTEXT_ID_SCREEN,
BLT_I18NCONTEXT_ID_TEXT, );
BLT_I18N_MSGID_MULTI_CTXT("New",
BLT_I18NCONTEXT_ID_SPEAKER,
BLT_I18NCONTEXT_ID_SOUND,
BLT_I18NCONTEXT_ID_ARMATURE,
BLT_I18NCONTEXT_ID_ACTION,
BLT_I18NCONTEXT_ID_NODETREE,
BLT_I18NCONTEXT_ID_BRUSH,
BLT_I18NCONTEXT_ID_PARTICLESETTINGS,
BLT_I18NCONTEXT_ID_GPENCIL,
BLT_I18NCONTEXT_ID_FREESTYLELINESTYLE,
BLT_I18NCONTEXT_ID_WORKSPACE,
BLT_I18NCONTEXT_ID_LIGHTPROBE,
BLT_I18NCONTEXT_ID_HAIR,
BLT_I18NCONTEXT_ID_POINTCLOUD,
BLT_I18NCONTEXT_ID_VOLUME,
BLT_I18NCONTEXT_ID_SIMULATION, );
/* Note: BLT_I18N_MSGID_MULTI_CTXT takes a maximum number of parameters,
* check the definition to see if a new call must be added when the limit
* is exceeded. */
if (newop) {
but = uiDefIconTextButO(block,
but_type,
newop,
WM_OP_INVOKE_DEFAULT,
(id && !use_tab_but) ? ICON_DUPLICATE : ICON_ADD,
(id) ? "" : CTX_IFACE_(template_id_context(type), "New"),
0,
0,
w,
but_height,
NULL);
UI_but_funcN_set(
but, template_id_cb, MEM_dupallocN(template_ui), POINTER_FROM_INT(UI_ID_ADD_NEW));
}
else {
but = uiDefIconTextBut(block,
but_type,
0,
(id && !use_tab_but) ? ICON_DUPLICATE : ICON_ADD,
(id) ? "" : CTX_IFACE_(template_id_context(type), "New"),
0,
0,
w,
but_height,
NULL,
0,
0,
0,
0,
NULL);
UI_but_funcN_set(
but, template_id_cb, MEM_dupallocN(template_ui), POINTER_FROM_INT(UI_ID_ADD_NEW));
}
if ((idfrom && idfrom->lib) || !editable) {
UI_but_flag_enable(but, UI_BUT_DISABLED);
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
#ifndef WITH_INTERNATIONAL
UNUSED_VARS(type);
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
#endif
return but;
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
}
static void template_ID(const bContext *C,
uiLayout *layout,
TemplateID *template_ui,
StructRNA *type,
int flag,
const char *newop,
const char *openop,
const char *unlinkop,
const char *text,
const bool live_icon,
const bool hide_buttons)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
uiBut *but;
uiBlock *block;
PointerRNA idptr;
// ListBase *lb; // UNUSED
ID *id, *idfrom;
const bool editable = RNA_property_editable(&template_ui->ptr, template_ui->prop);
const bool use_previews = template_ui->preview = (flag & UI_ID_PREVIEWS) != 0;
idptr = RNA_property_pointer_get(&template_ui->ptr, template_ui->prop);
id = idptr.data;
idfrom = template_ui->ptr.owner_id;
// lb = template_ui->idlb;
block = uiLayoutGetBlock(layout);
UI_block_align_begin(block);
if (idptr.type) {
type = idptr.type;
}
if (text) {
/* Add label resepecting the separated layout property split state. */
uiItemL_respect_property_split(layout, text, ICON_NONE);
}
if (flag & UI_ID_BROWSE) {
template_add_button_search_menu(C,
layout,
block,
&template_ui->ptr,
template_ui->prop,
id_search_menu,
MEM_dupallocN(template_ui),
TIP_(template_id_browse_tip(type)),
use_previews,
editable,
live_icon);
}
/* text button with name */
if (id) {
char name[UI_MAX_NAME_STR];
const bool user_alert = (id->us <= 0);
// text_idbutton(id, name);
name[0] = '\0';
but = uiDefButR(block,
UI_BTYPE_TEXT,
0,
name,
0,
0,
TEMPLATE_SEARCH_TEXTBUT_WIDTH,
TEMPLATE_SEARCH_TEXTBUT_HEIGHT,
&idptr,
"name",
-1,
0,
0,
-1,
-1,
RNA_struct_ui_description(type));
UI_but_funcN_set(
but, template_id_cb, MEM_dupallocN(template_ui), POINTER_FROM_INT(UI_ID_RENAME));
if (user_alert) {
UI_but_flag_enable(but, UI_BUT_REDALERT);
}
if (id->lib) {
if (id->tag & LIB_TAG_INDIRECT) {
but = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_LIBRARY_DATA_INDIRECT,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
TIP_("Indirect library data-block, cannot change"));
UI_but_flag_enable(but, UI_BUT_DISABLED);
}
else {
const bool disabled = (!BKE_lib_id_make_local(CTX_data_main(C), id, true /* test */, 0) ||
(idfrom && idfrom->lib));
but = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_LIBRARY_DATA_DIRECT,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
BKE_lib_override_library_is_enabled() ?
TIP_("Direct linked library data-block, click to make local, "
"Shift + Click to create a library override") :
TIP_("Direct linked library data-block, click to make local"));
if (disabled) {
UI_but_flag_enable(but, UI_BUT_DISABLED);
}
else {
UI_but_funcN_set(
but, template_id_cb, MEM_dupallocN(template_ui), POINTER_FROM_INT(UI_ID_LOCAL));
}
}
}
else if (ID_IS_OVERRIDE_LIBRARY(id)) {
but = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_LIBRARY_DATA_OVERRIDE,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
TIP_("Library override of linked data-block, click to make fully local"));
UI_but_funcN_set(
but, template_id_cb, MEM_dupallocN(template_ui), POINTER_FROM_INT(UI_ID_OVERRIDE));
}
if ((ID_REAL_USERS(id) > 1) && (hide_buttons == false)) {
char numstr[32];
short numstr_len;
numstr_len = BLI_snprintf(numstr, sizeof(numstr), "%d", ID_REAL_USERS(id));
but = uiDefBut(
block,
UI_BTYPE_BUT,
0,
numstr,
0,
0,
numstr_len * 0.2f * UI_UNIT_X + UI_UNIT_X,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
TIP_("Display number of users of this data (click to make a single-user copy)"));
but->flag |= UI_BUT_UNDO;
UI_but_funcN_set(
but, template_id_cb, MEM_dupallocN(template_ui), POINTER_FROM_INT(UI_ID_ALONE));
if ((!BKE_id_copy_is_allowed(id)) || (idfrom && idfrom->lib) || (!editable) ||
/* object in editmode - don't change data */
(idfrom && GS(idfrom->name) == ID_OB && (((Object *)idfrom)->mode & OB_MODE_EDIT))) {
UI_but_flag_enable(but, UI_BUT_DISABLED);
}
}
if (user_alert) {
UI_but_flag_enable(but, UI_BUT_REDALERT);
}
if (id->lib == NULL && !(ELEM(GS(id->name), ID_GR, ID_SCE, ID_SCR, ID_TXT, ID_OB, ID_WS)) &&
(hide_buttons == false)) {
uiDefIconButR(block,
UI_BTYPE_ICON_TOGGLE,
0,
ICON_FAKE_USER_OFF,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
&idptr,
"use_fake_user",
-1,
0,
0,
-1,
-1,
NULL);
}
}
if ((flag & UI_ID_ADD_NEW) && (hide_buttons == false)) {
template_id_def_new_but(
block, id, template_ui, type, newop, editable, flag & UI_ID_OPEN, false, UI_UNIT_X);
}
/* Due to space limit in UI - skip the "open" icon for packed data, and allow to unpack.
* Only for images, sound and fonts */
if (id && BKE_packedfile_id_check(id)) {
but = uiDefIconButO(block,
UI_BTYPE_BUT,
"FILE_OT_unpack_item",
WM_OP_INVOKE_REGION_WIN,
ICON_PACKAGE,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
TIP_("Packed File, click to unpack"));
UI_but_operator_ptr_get(but);
RNA_string_set(but->opptr, "id_name", id->name + 2);
RNA_int_set(but->opptr, "id_type", GS(id->name));
}
else if (flag & UI_ID_OPEN) {
int w = id ? UI_UNIT_X : (flag & UI_ID_ADD_NEW) ? UI_UNIT_X * 3 : UI_UNIT_X * 6;
if (openop) {
but = uiDefIconTextButO(block,
UI_BTYPE_BUT,
openop,
WM_OP_INVOKE_DEFAULT,
ICON_FILEBROWSER,
(id) ? "" : IFACE_("Open"),
0,
0,
w,
UI_UNIT_Y,
NULL);
UI_but_funcN_set(
but, template_id_cb, MEM_dupallocN(template_ui), POINTER_FROM_INT(UI_ID_OPEN));
}
else {
but = uiDefIconTextBut(block,
UI_BTYPE_BUT,
0,
ICON_FILEBROWSER,
(id) ? "" : IFACE_("Open"),
0,
0,
w,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
NULL);
UI_but_funcN_set(
but, template_id_cb, MEM_dupallocN(template_ui), POINTER_FROM_INT(UI_ID_OPEN));
}
if ((idfrom && idfrom->lib) || !editable) {
UI_but_flag_enable(but, UI_BUT_DISABLED);
}
}
/* delete button */
/* don't use RNA_property_is_unlink here */
if (id && (flag & UI_ID_DELETE) && (hide_buttons == false)) {
/* allow unlink if 'unlinkop' is passed, even when 'PROP_NEVER_UNLINK' is set */
but = NULL;
if (unlinkop) {
but = uiDefIconButO(block,
UI_BTYPE_BUT,
unlinkop,
WM_OP_INVOKE_DEFAULT,
ICON_X,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL);
/* so we can access the template from operators, font unlinking needs this */
UI_but_funcN_set(but, NULL, MEM_dupallocN(template_ui), NULL);
}
else {
if ((RNA_property_flag(template_ui->prop) & PROP_NEVER_UNLINK) == 0) {
but = uiDefIconBut(
block,
UI_BTYPE_BUT,
0,
ICON_X,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
TIP_("Unlink data-block "
"(Shift + Click to set users to zero, data will then not be saved)"));
UI_but_funcN_set(
but, template_id_cb, MEM_dupallocN(template_ui), POINTER_FROM_INT(UI_ID_DELETE));
if (RNA_property_flag(template_ui->prop) & PROP_NEVER_NULL) {
UI_but_flag_enable(but, UI_BUT_DISABLED);
}
}
}
if (but) {
if ((idfrom && idfrom->lib) || !editable) {
UI_but_flag_enable(but, UI_BUT_DISABLED);
}
}
}
if (template_ui->idcode == ID_TE) {
uiTemplateTextureShow(layout, C, &template_ui->ptr, template_ui->prop);
}
UI_block_align_end(block);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
ID *UI_context_active_but_get_tab_ID(bContext *C)
{
uiBut *but = UI_context_active_but_get(C);
if (but && but->type == UI_BTYPE_TAB) {
return but->custom_data;
}
return NULL;
}
static void template_ID_tabs(const bContext *C,
uiLayout *layout,
TemplateID *template,
StructRNA *type,
int flag,
const char *newop,
const char *menu)
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
{
const ARegion *region = CTX_wm_region(C);
const PointerRNA active_ptr = RNA_property_pointer_get(&template->ptr, template->prop);
MenuType *mt = menu ? WM_menutype_find(menu, false) : NULL;
const int but_align = ui_but_align_opposite_to_area_align_get(region);
const int but_height = UI_UNIT_Y * 1.1;
uiBlock *block = uiLayoutGetBlock(layout);
2020-03-15 17:32:25 +11:00
const uiStyle *style = UI_style_get_dpi();
ListBase ordered;
BKE_id_ordered_list(&ordered, template->idlb);
LISTBASE_FOREACH (LinkData *, link, &ordered) {
ID *id = link->data;
const int name_width = UI_fontstyle_string_width(&style->widgetlabel, id->name + 2);
const int but_width = name_width + UI_UNIT_X;
uiButTab *tab = (uiButTab *)uiDefButR_prop(block,
UI_BTYPE_TAB,
0,
id->name + 2,
0,
0,
but_width,
but_height,
&template->ptr,
template->prop,
0,
0.0f,
sizeof(id->name) - 2,
0.0f,
0.0f,
"");
UI_but_funcN_set(&tab->but, template_ID_set_property_exec_fn, MEM_dupallocN(template), id);
tab->but.custom_data = (void *)id;
tab->but.dragpoin = id;
tab->menu = mt;
UI_but_drawflag_enable(&tab->but, but_align);
}
BLI_freelistN(&ordered);
if (flag & UI_ID_ADD_NEW) {
const bool editable = RNA_property_editable(&template->ptr, template->prop);
uiBut *but;
if (active_ptr.type) {
type = active_ptr.type;
}
but = template_id_def_new_but(block,
active_ptr.data,
template,
type,
newop,
editable,
flag & UI_ID_OPEN,
true,
but_height);
UI_but_drawflag_enable(but, but_align);
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
}
static void ui_template_id(uiLayout *layout,
const bContext *C,
PointerRNA *ptr,
const char *propname,
const char *newop,
const char *openop,
const char *unlinkop,
/* Only respected by tabs (use_tabs). */
const char *menu,
const char *text,
int flag,
int prv_rows,
int prv_cols,
int filter,
bool use_tabs,
float scale,
const bool live_icon,
const bool hide_buttons)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
TemplateID *template_ui;
PropertyRNA *prop;
StructRNA *type;
short idcode;
prop = RNA_struct_find_property(ptr, propname);
if (!prop || RNA_property_type(prop) != PROP_POINTER) {
RNA_warning("pointer property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
template_ui = MEM_callocN(sizeof(TemplateID), "TemplateID");
template_ui->ptr = *ptr;
template_ui->prop = prop;
template_ui->prv_rows = prv_rows;
template_ui->prv_cols = prv_cols;
template_ui->scale = scale;
if ((flag & UI_ID_PIN) == 0) {
template_ui->filter = filter;
}
else {
template_ui->filter = 0;
}
if (newop) {
flag |= UI_ID_ADD_NEW;
}
if (openop) {
flag |= UI_ID_OPEN;
}
type = RNA_property_pointer_type(ptr, prop);
idcode = RNA_type_to_ID_code(type);
template_ui->idcode = idcode;
template_ui->idlb = which_libbase(CTX_data_main(C), idcode);
/* create UI elements for this template
* - template_ID makes a copy of the template data and assigns it to the relevant buttons
*/
if (template_ui->idlb) {
if (use_tabs) {
layout = uiLayoutRow(layout, true);
template_ID_tabs(C, layout, template_ui, type, flag, newop, menu);
}
else {
layout = uiLayoutRow(layout, true);
template_ID(C,
layout,
template_ui,
type,
flag,
newop,
openop,
unlinkop,
text,
live_icon,
hide_buttons);
}
}
MEM_freeN(template_ui);
}
void uiTemplateID(uiLayout *layout,
const bContext *C,
PointerRNA *ptr,
const char *propname,
const char *newop,
const char *openop,
const char *unlinkop,
int filter,
const bool live_icon,
const char *text)
{
ui_template_id(layout,
C,
ptr,
propname,
newop,
openop,
unlinkop,
NULL,
text,
UI_ID_BROWSE | UI_ID_RENAME | UI_ID_DELETE,
0,
0,
filter,
false,
1.0f,
live_icon,
false);
}
void uiTemplateIDBrowse(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
const char *propname,
const char *newop,
const char *openop,
const char *unlinkop,
int filter,
const char *text)
{
ui_template_id(layout,
C,
ptr,
propname,
newop,
openop,
unlinkop,
NULL,
text,
UI_ID_BROWSE | UI_ID_RENAME,
0,
0,
filter,
false,
1.0f,
false,
false);
}
void uiTemplateIDPreview(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
const char *propname,
const char *newop,
const char *openop,
const char *unlinkop,
int rows,
int cols,
int filter,
const bool hide_buttons)
{
ui_template_id(layout,
C,
ptr,
propname,
newop,
openop,
unlinkop,
NULL,
NULL,
UI_ID_BROWSE | UI_ID_RENAME | UI_ID_DELETE | UI_ID_PREVIEWS,
rows,
cols,
filter,
false,
1.0f,
false,
hide_buttons);
}
void uiTemplateGpencilColorPreview(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
const char *propname,
int rows,
int cols,
float scale,
int filter)
{
ui_template_id(layout,
C,
ptr,
propname,
NULL,
NULL,
NULL,
NULL,
NULL,
UI_ID_BROWSE | UI_ID_PREVIEWS | UI_ID_DELETE,
rows,
cols,
filter,
false,
scale < 0.5f ? 0.5f : scale,
false,
false);
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
}
/**
* Version of #uiTemplateID using tabs.
*/
void uiTemplateIDTabs(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
const char *propname,
const char *newop,
const char *menu,
int filter)
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
{
ui_template_id(layout,
C,
ptr,
propname,
newop,
NULL,
NULL,
menu,
NULL,
UI_ID_BROWSE | UI_ID_RENAME,
0,
0,
filter,
true,
1.0f,
false,
false);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name ID Chooser Template
* \{ */
2015-05-31 14:20:03 +10:00
/**
2019-04-17 08:44:38 +02:00
* This is for selecting the type of ID-block to use,
* and then from the relevant type choosing the block to use.
*
2019-04-17 08:44:38 +02:00
* \param propname: property identifier for property that ID-pointer gets stored to.
* \param proptypename: property identifier for property
* used to determine the type of ID-pointer that can be used.
*/
void uiTemplateAnyID(uiLayout *layout,
PointerRNA *ptr,
const char *propname,
const char *proptypename,
const char *text)
{
PropertyRNA *propID, *propType;
uiLayout *split, *row, *sub;
/* get properties... */
propID = RNA_struct_find_property(ptr, propname);
propType = RNA_struct_find_property(ptr, proptypename);
if (!propID || RNA_property_type(propID) != PROP_POINTER) {
RNA_warning("pointer property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
if (!propType || RNA_property_type(propType) != PROP_ENUM) {
RNA_warning(
"pointer-type property not found: %s.%s", RNA_struct_identifier(ptr->type), proptypename);
return;
}
/* Start drawing UI Elements using standard defines */
/* NOTE: split amount here needs to be synced with normal labels */
split = uiLayoutSplit(layout, 0.33f, false);
/* FIRST PART ................................................ */
row = uiLayoutRow(split, false);
/* Label - either use the provided text, or will become "ID-Block:" */
if (text) {
if (text[0]) {
uiItemL(row, text, ICON_NONE);
}
}
else {
uiItemL(row, IFACE_("ID-Block:"), ICON_NONE);
}
/* SECOND PART ................................................ */
row = uiLayoutRow(split, true);
/* ID-Type Selector - just have a menu of icons */
/* HACK: special group just for the enum,
* otherwise we get ugly layout with text included too... */
sub = uiLayoutRow(row, true);
uiLayoutSetAlignment(sub, UI_LAYOUT_ALIGN_LEFT);
uiItemFullR(sub, ptr, propType, 0, 0, UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
/* ID-Block Selector - just use pointer widget... */
/* HACK: special group to counteract the effects of the previous enum,
* which now pushes everything too far right. */
sub = uiLayoutRow(row, true);
uiLayoutSetAlignment(sub, UI_LAYOUT_ALIGN_EXPAND);
uiItemFullR(sub, ptr, propID, 0, 0, 0, "", ICON_NONE);
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Search Template
* \{ */
typedef struct TemplateSearch {
uiRNACollectionSearch search_data;
bool use_previews;
int preview_rows, preview_cols;
} TemplateSearch;
static void template_search_exec_fn(bContext *C, void *arg_template, void *item)
{
TemplateSearch *template_search = arg_template;
uiRNACollectionSearch *coll_search = &template_search->search_data;
StructRNA *type = RNA_property_pointer_type(&coll_search->target_ptr, coll_search->target_prop);
PointerRNA item_ptr;
RNA_pointer_create(NULL, type, item, &item_ptr);
RNA_property_pointer_set(&coll_search->target_ptr, coll_search->target_prop, item_ptr, NULL);
RNA_property_update(C, &coll_search->target_ptr, coll_search->target_prop);
}
static uiBlock *template_search_menu(bContext *C, ARegion *region, void *arg_template)
{
static TemplateSearch template_search;
PointerRNA active_ptr;
/* arg_template is malloced, can be freed by parent button */
template_search = *((TemplateSearch *)arg_template);
active_ptr = RNA_property_pointer_get(&template_search.search_data.target_ptr,
template_search.search_data.target_prop);
return template_common_search_menu(C,
region,
ui_rna_collection_search_update_fn,
&template_search,
template_search_exec_fn,
active_ptr.data,
template_search.preview_rows,
template_search.preview_cols,
1.0f);
}
static void template_search_add_button_searchmenu(const bContext *C,
uiLayout *layout,
uiBlock *block,
TemplateSearch *template_search,
const bool editable,
const bool live_icon)
{
const char *ui_description = RNA_property_ui_description(
template_search->search_data.target_prop);
template_add_button_search_menu(C,
layout,
block,
&template_search->search_data.target_ptr,
template_search->search_data.target_prop,
template_search_menu,
MEM_dupallocN(template_search),
ui_description,
template_search->use_previews,
editable,
live_icon);
}
static void template_search_add_button_name(uiBlock *block,
PointerRNA *active_ptr,
const StructRNA *type)
{
uiDefAutoButR(block,
active_ptr,
RNA_struct_name_property(type),
0,
"",
ICON_NONE,
0,
0,
TEMPLATE_SEARCH_TEXTBUT_WIDTH,
TEMPLATE_SEARCH_TEXTBUT_HEIGHT);
}
static void template_search_add_button_operator(uiBlock *block,
const char *const operator_name,
const int opcontext,
const int icon,
const bool editable)
{
if (!operator_name) {
return;
}
uiBut *but = uiDefIconButO(
block, UI_BTYPE_BUT, operator_name, opcontext, icon, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL);
if (!editable) {
UI_but_drawflag_enable(but, UI_BUT_DISABLED);
}
}
static void template_search_buttons(const bContext *C,
uiLayout *layout,
TemplateSearch *template_search,
const char *newop,
const char *unlinkop)
{
uiBlock *block = uiLayoutGetBlock(layout);
uiRNACollectionSearch *search_data = &template_search->search_data;
StructRNA *type = RNA_property_pointer_type(&search_data->target_ptr, search_data->target_prop);
const bool editable = RNA_property_editable(&search_data->target_ptr, search_data->target_prop);
PointerRNA active_ptr = RNA_property_pointer_get(&search_data->target_ptr,
search_data->target_prop);
if (active_ptr.type) {
/* can only get correct type when there is an active item */
type = active_ptr.type;
}
uiLayoutRow(layout, true);
UI_block_align_begin(block);
template_search_add_button_searchmenu(C, layout, block, template_search, editable, false);
template_search_add_button_name(block, &active_ptr, type);
template_search_add_button_operator(
block, newop, WM_OP_INVOKE_DEFAULT, ICON_DUPLICATE, editable);
template_search_add_button_operator(block, unlinkop, WM_OP_INVOKE_REGION_WIN, ICON_X, editable);
UI_block_align_end(block);
}
static PropertyRNA *template_search_get_searchprop(PointerRNA *targetptr,
PropertyRNA *targetprop,
PointerRNA *searchptr,
const char *const searchpropname)
{
PropertyRNA *searchprop;
if (searchptr && !searchptr->data) {
searchptr = NULL;
}
if (!searchptr && !searchpropname) {
/* both NULL means we don't use a custom rna collection to search in */
}
else if (!searchptr && searchpropname) {
RNA_warning("searchpropname defined (%s) but searchptr is missing", searchpropname);
}
else if (searchptr && !searchpropname) {
RNA_warning("searchptr defined (%s) but searchpropname is missing",
RNA_struct_identifier(searchptr->type));
}
else if (!(searchprop = RNA_struct_find_property(searchptr, searchpropname))) {
RNA_warning("search collection property not found: %s.%s",
RNA_struct_identifier(searchptr->type),
searchpropname);
}
else if (RNA_property_type(searchprop) != PROP_COLLECTION) {
RNA_warning("search collection property is not a collection type: %s.%s",
RNA_struct_identifier(searchptr->type),
searchpropname);
}
/* check if searchprop has same type as targetprop */
else if (RNA_property_pointer_type(searchptr, searchprop) !=
RNA_property_pointer_type(targetptr, targetprop)) {
RNA_warning("search collection items from %s.%s are not of type %s",
RNA_struct_identifier(searchptr->type),
searchpropname,
RNA_struct_identifier(RNA_property_pointer_type(targetptr, targetprop)));
}
else {
return searchprop;
}
return NULL;
}
static TemplateSearch *template_search_setup(PointerRNA *ptr,
const char *const propname,
PointerRNA *searchptr,
const char *const searchpropname)
{
TemplateSearch *template_search;
PropertyRNA *prop, *searchprop;
prop = RNA_struct_find_property(ptr, propname);
if (!prop || RNA_property_type(prop) != PROP_POINTER) {
RNA_warning("pointer property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return NULL;
}
searchprop = template_search_get_searchprop(ptr, prop, searchptr, searchpropname);
template_search = MEM_callocN(sizeof(*template_search), __func__);
template_search->search_data.target_ptr = *ptr;
template_search->search_data.target_prop = prop;
template_search->search_data.search_ptr = *searchptr;
template_search->search_data.search_prop = searchprop;
return template_search;
}
/**
* Search menu to pick an item from a collection.
* A version of uiTemplateID that works for non-ID types.
*/
void uiTemplateSearch(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
const char *propname,
PointerRNA *searchptr,
const char *searchpropname,
const char *newop,
const char *unlinkop)
{
TemplateSearch *template_search = template_search_setup(
ptr, propname, searchptr, searchpropname);
if (template_search != NULL) {
template_search_buttons(C, layout, template_search, newop, unlinkop);
MEM_freeN(template_search);
}
}
void uiTemplateSearchPreview(uiLayout *layout,
bContext *C,
PointerRNA *ptr,
const char *propname,
PointerRNA *searchptr,
const char *searchpropname,
const char *newop,
const char *unlinkop,
const int rows,
const int cols)
{
TemplateSearch *template_search = template_search_setup(
ptr, propname, searchptr, searchpropname);
if (template_search != NULL) {
template_search->use_previews = true;
template_search->preview_rows = rows;
template_search->preview_cols = cols;
template_search_buttons(C, layout, template_search, newop, unlinkop);
MEM_freeN(template_search);
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name RNA Path Builder Template
* \{ */
/* ---------- */
2015-05-31 14:20:03 +10:00
/**
* This is creating/editing RNA-Paths
*
* - ptr: struct which holds the path property
* - propname: property identifier for property that path gets stored to
* - root_ptr: struct that path gets built from
*/
void uiTemplatePathBuilder(uiLayout *layout,
PointerRNA *ptr,
const char *propname,
PointerRNA *UNUSED(root_ptr),
const char *text)
{
PropertyRNA *propPath;
uiLayout *row;
/* check that properties are valid */
propPath = RNA_struct_find_property(ptr, propname);
if (!propPath || RNA_property_type(propPath) != PROP_STRING) {
RNA_warning("path property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
/* Start drawing UI Elements using standard defines */
row = uiLayoutRow(layout, true);
/* Path (existing string) Widget */
uiItemR(row, ptr, propname, 0, text, ICON_RNA);
/* TODO: attach something to this to make allow
* searching of nested properties to 'build' the path */
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name Modifiers Template
*
* Template for building the panel layout for the active object's modifiers.
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* \{ */
static void modifier_panel_id(void *md_link, char *r_name)
{
ModifierData *md = (ModifierData *)md_link;
BKE_modifier_type_panel_id(md->type, r_name);
}
void uiTemplateModifiers(uiLayout *UNUSED(layout), bContext *C)
{
ScrArea *sa = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
Object *ob = ED_object_active_context(C);
ListBase *modifiers = &ob->modifiers;
bool panels_match = UI_panel_list_matches_data(region, modifiers, modifier_panel_id);
if (!panels_match) {
UI_panels_free_instanced(C, region);
ModifierData *md = modifiers->first;
for (int i = 0; md; i++, md = md->next) {
const ModifierTypeInfo *mti = BKE_modifier_get_info(md->type);
if (mti->panelRegister == NULL) {
continue;
}
char panel_idname[MAX_NAME];
modifier_panel_id(md, panel_idname);
/* Create custom data RNA pointer. */
PointerRNA *md_ptr = MEM_mallocN(sizeof(PointerRNA), "panel customdata");
RNA_pointer_create(&ob->id, &RNA_Modifier, md, md_ptr);
Panel *new_panel = UI_panel_add_instanced(
sa, region, &region->panels, panel_idname, i, md_ptr);
if (new_panel != NULL) {
UI_panel_set_expand_from_list_data(C, new_panel);
}
}
}
else {
/* The expansion might have been changed elsewhere, so we still need to set it. */
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if ((panel->type != NULL) && (panel->type->flag & PNL_INSTANCED)) {
UI_panel_set_expand_from_list_data(C, panel);
}
}
/* Assuming there's only one group of instanced panels, update the custom data pointers. */
Panel *panel = region->panels.first;
LISTBASE_FOREACH (ModifierData *, md, modifiers) {
const ModifierTypeInfo *mti = BKE_modifier_get_info(md->type);
if (mti->panelRegister == NULL) {
continue;
}
/* Move to the next instanced panel corresponding to the next modifier. */
while ((panel->type == NULL) || !(panel->type->flag & PNL_INSTANCED)) {
panel = panel->next;
BLI_assert(panel != NULL); /* There shouldn't be fewer panels than modifiers with UIs. */
}
PointerRNA *md_ptr = MEM_mallocN(sizeof(PointerRNA), "panel customdata");
RNA_pointer_create(&ob->id, &RNA_Modifier, md, md_ptr);
UI_panel_custom_data_set(panel, md_ptr);
panel = panel->next;
}
}
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name Constraints Template
*
* Template for building the panel layout for the active object or bone's constraints.
* \{ */
/** For building the panel UI for constraints. */
#define CONSTRAINT_TYPE_PANEL_PREFIX "OBJECT_PT_"
#define CONSTRAINT_BONE_TYPE_PANEL_PREFIX "BONE_PT_"
/**
* Check if the panel's ID starts with 'BONE', meaning it is a bone constraint.
*/
static bool constraint_panel_is_bone(Panel *panel)
{
return (panel->panelname[0] == 'B') && (panel->panelname[1] == 'O') &&
(panel->panelname[2] == 'N') && (panel->panelname[3] == 'E');
}
/**
* Get the constraints for the active pose bone or the active / pinned object.
*/
static ListBase *get_constraints(const bContext *C, bool use_bone_constraints)
{
ListBase *constraints = {NULL};
if (use_bone_constraints) {
bPoseChannel *pose_bone = CTX_data_pointer_get(C, "pose_bone").data;
if (pose_bone != NULL) {
constraints = &pose_bone->constraints;
}
}
else {
Object *ob = ED_object_active_context(C);
if (ob != NULL) {
constraints = &ob->constraints;
}
}
return constraints;
}
/**
* Move a constraint to the index it's moved to after a drag and drop.
*/
static void constraint_reorder(bContext *C, Panel *panel, int new_index)
{
bool constraint_from_bone = constraint_panel_is_bone(panel);
ListBase *lb = get_constraints(C, constraint_from_bone);
bConstraint *con = BLI_findlink(lb, panel->runtime.list_index);
PointerRNA props_ptr;
wmOperatorType *ot = WM_operatortype_find("CONSTRAINT_OT_move_to_index", false);
WM_operator_properties_create_ptr(&props_ptr, ot);
RNA_string_set(&props_ptr, "constraint", con->name);
RNA_int_set(&props_ptr, "index", new_index);
/* Set owner to #EDIT_CONSTRAINT_OWNER_OBJECT or #EDIT_CONSTRAINT_OWNER_BONE. */
RNA_enum_set(&props_ptr, "owner", constraint_from_bone ? 1 : 0);
WM_operator_name_call_ptr(C, ot, WM_OP_INVOKE_DEFAULT, &props_ptr);
WM_operator_properties_free(&props_ptr);
}
/**
* Get the expand flag from the active constraint to use for the panel.
*/
static short get_constraint_expand_flag(const bContext *C, Panel *panel)
{
bool constraint_from_bone = constraint_panel_is_bone(panel);
ListBase *lb = get_constraints(C, constraint_from_bone);
bConstraint *con = BLI_findlink(lb, panel->runtime.list_index);
return con->ui_expand_flag;
}
/**
2020-06-25 23:13:02 +10:00
* Save the expand flag for the panel and sub-panels to the constraint.
*/
static void set_constraint_expand_flag(const bContext *C, Panel *panel, short expand_flag)
{
bool constraint_from_bone = constraint_panel_is_bone(panel);
ListBase *lb = get_constraints(C, constraint_from_bone);
bConstraint *con = BLI_findlink(lb, panel->runtime.list_index);
con->ui_expand_flag = expand_flag;
}
/**
* Function with void * argument for #uiListPanelIDFromDataFunc.
*
* \note: Constraint panel types are assumed to be named with the struct name field
* concatenated to the defined prefix.
*/
static void object_constraint_panel_id(void *md_link, char *r_name)
{
bConstraint *con = (bConstraint *)md_link;
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_from_type(con->type);
strcpy(r_name, CONSTRAINT_TYPE_PANEL_PREFIX);
strcat(r_name, cti->structName);
}
static void bone_constraint_panel_id(void *md_link, char *r_name)
{
bConstraint *con = (bConstraint *)md_link;
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_from_type(con->type);
strcpy(r_name, CONSTRAINT_BONE_TYPE_PANEL_PREFIX);
strcat(r_name, cti->structName);
}
/**
* Check if the constraint panels don't match the data and rebuild the panels if so.
*/
void uiTemplateConstraints(uiLayout *UNUSED(layout), bContext *C, bool use_bone_constraints)
{
ScrArea *sa = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
ListBase *constraints = get_constraints(C, use_bone_constraints);
/* Switch between the bone panel ID function and the object panel ID function. */
uiListPanelIDFromDataFunc panel_id_func = use_bone_constraints ? bone_constraint_panel_id :
object_constraint_panel_id;
bool panels_match = UI_panel_list_matches_data(region, constraints, panel_id_func);
if (!panels_match) {
UI_panels_free_instanced(C, region);
bConstraint *con = (constraints == NULL) ? NULL : constraints->first;
for (int i = 0; con; i++, con = con->next) {
char panel_idname[MAX_NAME];
panel_id_func(con, panel_idname);
Panel *new_panel = UI_panel_add_instanced(
sa, region, &region->panels, panel_idname, i, NULL);
if (new_panel) {
/* Set the list panel functionality function pointers since we don't do it with
* python. */
new_panel->type->set_list_data_expand_flag = set_constraint_expand_flag;
new_panel->type->get_list_data_expand_flag = get_constraint_expand_flag;
new_panel->type->reorder = constraint_reorder;
UI_panel_set_expand_from_list_data(C, new_panel);
}
}
}
else {
/* The expansion might have been changed elsewhere, so we still need to set it. */
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if ((panel->type != NULL) && (panel->type->flag & PNL_INSTANCED)) {
UI_panel_set_expand_from_list_data(C, panel);
}
}
}
}
#undef CONSTRAINT_TYPE_PANEL_PREFIX
#undef CONSTRAINT_BONE_TYPE_PANEL_PREFIX
/** \} */
2019-09-06 16:12:47 +10:00
/* -------------------------------------------------------------------- */
/** \name Grease Pencil Modifiers Template
2019-09-06 16:12:47 +10:00
* \{ */
/**
* Function with void * argument for #uiListPanelIDFromDataFunc.
*/
static void gpencil_modifier_panel_id(void *md_link, char *r_name)
{
ModifierData *md = (ModifierData *)md_link;
BKE_gpencil_modifierType_panel_id(md->type, r_name);
}
void uiTemplateGpencilModifiers(uiLayout *UNUSED(layout), bContext *C)
{
ScrArea *sa = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
Object *ob = ED_object_active_context(C);
ListBase *modifiers = &ob->greasepencil_modifiers;
bool panels_match = UI_panel_list_matches_data(region, modifiers, gpencil_modifier_panel_id);
if (!panels_match) {
UI_panels_free_instanced(C, region);
GpencilModifierData *md = modifiers->first;
for (int i = 0; md; i++, md = md->next) {
const GpencilModifierTypeInfo *mti = BKE_gpencil_modifier_get_info(md->type);
if (mti->panelRegister == NULL) {
continue;
}
char panel_idname[MAX_NAME];
gpencil_modifier_panel_id(md, panel_idname);
/* Create custom data RNA pointer. */
PointerRNA *md_ptr = MEM_mallocN(sizeof(PointerRNA), "panel customdata");
RNA_pointer_create(&ob->id, &RNA_GpencilModifier, md, md_ptr);
Panel *new_panel = UI_panel_add_instanced(
sa, region, &region->panels, panel_idname, i, md_ptr);
if (new_panel != NULL) {
UI_panel_set_expand_from_list_data(C, new_panel);
}
}
}
else {
/* The expansion might have been changed elsewhere, so we still need to set it. */
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if ((panel->type != NULL) && (panel->type->flag & PNL_INSTANCED)) {
UI_panel_set_expand_from_list_data(C, panel);
}
}
/* Assuming there's only one group of instanced panels, update the custom data pointers. */
Panel *panel = region->panels.first;
LISTBASE_FOREACH (ModifierData *, md, modifiers) {
const GpencilModifierTypeInfo *mti = BKE_gpencil_modifier_get_info(md->type);
if (mti->panelRegister == NULL) {
continue;
}
/* Move to the next instanced panel corresponding to the next modifier. */
while ((panel->type == NULL) || !(panel->type->flag & PNL_INSTANCED)) {
panel = panel->next;
BLI_assert(panel != NULL); /* There shouldn't be fewer panels than modifiers with UIs. */
}
PointerRNA *md_ptr = MEM_mallocN(sizeof(PointerRNA), "panel customdata");
RNA_pointer_create(&ob->id, &RNA_GpencilModifier, md, md_ptr);
UI_panel_custom_data_set(panel, md_ptr);
panel = panel->next;
}
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/** \} */
#define ERROR_LIBDATA_MESSAGE TIP_("Can't edit external library data")
2019-09-06 16:12:47 +10:00
/* -------------------------------------------------------------------- */
/** \name ShaderFx Template
*
* Template for building the panel layout for the active object's grease pencil shader
* effects.
2019-09-06 16:12:47 +10:00
* \{ */
/**
* Function with void * argument for #uiListPanelIDFromDataFunc.
*/
static void shaderfx_panel_id(void *fx_v, char *r_idname)
{
ShaderFxData *fx = (ShaderFxData *)fx_v;
BKE_shaderfxType_panel_id(fx->type, r_idname);
}
/**
* Check if the shader effect panels don't match the data and rebuild the panels if so.
*/
void uiTemplateShaderFx(uiLayout *UNUSED(layout), bContext *C)
{
ScrArea *sa = CTX_wm_area(C);
ARegion *region = CTX_wm_region(C);
Object *ob = ED_object_active_context(C);
ListBase *shaderfx = &ob->shader_fx;
bool panels_match = UI_panel_list_matches_data(region, shaderfx, shaderfx_panel_id);
if (!panels_match) {
UI_panels_free_instanced(C, region);
ShaderFxData *fx = shaderfx->first;
for (int i = 0; fx; i++, fx = fx->next) {
char panel_idname[MAX_NAME];
shaderfx_panel_id(fx, panel_idname);
/* Create custom data RNA pointer. */
PointerRNA *fx_ptr = MEM_mallocN(sizeof(PointerRNA), "panel customdata");
RNA_pointer_create(&ob->id, &RNA_ShaderFx, fx, fx_ptr);
Panel *new_panel = UI_panel_add_instanced(
sa, region, &region->panels, panel_idname, i, fx_ptr);
if (new_panel != NULL) {
UI_panel_set_expand_from_list_data(C, new_panel);
}
}
}
else {
/* The expansion might have been changed elsewhere, so we still need to set it. */
LISTBASE_FOREACH (Panel *, panel, &region->panels) {
if ((panel->type != NULL) && (panel->type->flag & PNL_INSTANCED)) {
UI_panel_set_expand_from_list_data(C, panel);
}
}
/* Assuming there's only one group of instanced panels, update the custom data pointers. */
Panel *panel = region->panels.first;
LISTBASE_FOREACH (ShaderFxData *, fx, shaderfx) {
const ShaderFxTypeInfo *fxi = BKE_shaderfx_get_info(fx->type);
if (fxi->panelRegister == NULL) {
continue;
}
/* Move to the next instanced panel corresponding to the next modifier. */
while ((panel->type == NULL) || !(panel->type->flag & PNL_INSTANCED)) {
panel = panel->next;
BLI_assert(panel != NULL); /* There shouldn't be fewer panels than modifiers with UIs. */
}
PointerRNA *fx_ptr = MEM_mallocN(sizeof(PointerRNA), "panel customdata");
RNA_pointer_create(&ob->id, &RNA_ShaderFx, fx, fx_ptr);
UI_panel_custom_data_set(panel, fx_ptr);
panel = panel->next;
}
}
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
UI: Better split layout support for checkboxes 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
2020-04-17 16:40:25 +02:00
/** \name Operator Property Buttons Template
2019-09-06 16:12:47 +10:00
* \{ */
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
UI: Better split layout support for checkboxes 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
2020-04-17 16:40:25 +02:00
typedef struct uiTemplateOperatorPropertyPollParam {
const bContext *C;
wmOperator *op;
short flag;
} uiTemplateOperatorPropertyPollParam;
#ifdef USE_OP_RESET_BUT
static void ui_layout_operator_buts__reset_cb(bContext *UNUSED(C),
void *op_pt,
void *UNUSED(arg_dummy2))
{
WM_operator_properties_reset((wmOperator *)op_pt);
}
#endif
static bool ui_layout_operator_buts_poll_property(struct PointerRNA *UNUSED(ptr),
struct PropertyRNA *prop,
void *user_data)
{
uiTemplateOperatorPropertyPollParam *params = user_data;
if ((params->flag & UI_TEMPLATE_OP_PROPS_HIDE_ADVANCED) &&
(RNA_property_tags(prop) & OP_PROP_TAG_ADVANCED)) {
return false;
}
return params->op->type->poll_property(params->C, params->op, prop);
}
static eAutoPropButsReturn template_operator_property_buts_draw_single(
const bContext *C,
wmOperator *op,
uiLayout *layout,
const eButLabelAlign label_align,
int layout_flags)
{
uiBlock *block = uiLayoutGetBlock(layout);
eAutoPropButsReturn return_info = 0;
if (!op->properties) {
IDPropertyTemplate val = {0};
op->properties = IDP_New(IDP_GROUP, &val, "wmOperatorProperties");
}
/* poll() on this operator may still fail,
* at the moment there is no nice feedback when this happens just fails silently. */
if (!WM_operator_repeat_check(C, op)) {
UI_block_lock_set(block, true, "Operator can't' redo");
return return_info;
}
/* useful for macros where only one of the steps can't be re-done */
UI_block_lock_clear(block);
UI: Better split layout support for checkboxes 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
2020-04-17 16:40:25 +02:00
if (layout_flags & UI_TEMPLATE_OP_PROPS_SHOW_TITLE) {
uiItemL(layout, WM_operatortype_name(op->type, op->ptr), ICON_NONE);
}
/* menu */
if (op->type->flag & OPTYPE_PRESET) {
/* XXX, no simple way to get WM_MT_operator_presets.bl_label
* from python! Label remains the same always! */
PointerRNA op_ptr;
uiLayout *row;
block->ui_operator = op;
row = uiLayoutRow(layout, true);
uiItemM(row, "WM_MT_operator_presets", NULL, ICON_NONE);
wmOperatorType *ot = WM_operatortype_find("WM_OT_operator_preset_add", false);
uiItemFullO_ptr(row, ot, "", ICON_ADD, NULL, WM_OP_INVOKE_DEFAULT, 0, &op_ptr);
RNA_string_set(&op_ptr, "operator", op->type->idname);
uiItemFullO_ptr(row, ot, "", ICON_REMOVE, NULL, WM_OP_INVOKE_DEFAULT, 0, &op_ptr);
RNA_string_set(&op_ptr, "operator", op->type->idname);
RNA_boolean_set(&op_ptr, "remove_active", true);
}
if (op->type->ui) {
op->layout = layout;
op->type->ui((bContext *)C, op);
op->layout = NULL;
/* UI_LAYOUT_OP_SHOW_EMPTY ignored. retun_info is ignored too. We could
* allow ot.ui callback to return this, but not needed right now. */
}
else {
wmWindowManager *wm = CTX_wm_manager(C);
PointerRNA ptr;
uiTemplateOperatorPropertyPollParam user_data = {.C = C, .op = op, .flag = layout_flags};
const bool use_prop_split = (layout_flags & UI_TEMPLATE_OP_PROPS_NO_SPLIT_LAYOUT) == 0;
RNA_pointer_create(&wm->id, op->type->srna, op->properties, &ptr);
uiLayoutSetPropSep(layout, use_prop_split);
uiLayoutSetPropDecorate(layout, false);
/* main draw call */
return_info = uiDefAutoButsRNA(
layout,
&ptr,
op->type->poll_property ? ui_layout_operator_buts_poll_property : NULL,
op->type->poll_property ? &user_data : NULL,
op->type->prop,
label_align,
(layout_flags & UI_TEMPLATE_OP_PROPS_COMPACT));
if ((return_info & UI_PROP_BUTS_NONE_ADDED) &&
(layout_flags & UI_TEMPLATE_OP_PROPS_SHOW_EMPTY)) {
uiItemL(layout, IFACE_("No Properties"), ICON_NONE);
}
}
#ifdef USE_OP_RESET_BUT
/* its possible that reset can do nothing if all have PROP_SKIP_SAVE enabled
* but this is not so important if this button is drawn in those cases
* (which isn't all that likely anyway) - campbell */
if (op->properties->len) {
uiBut *but;
uiLayout *col; /* needed to avoid alignment errors with previous buttons */
col = uiLayoutColumn(layout, false);
block = uiLayoutGetBlock(col);
but = uiDefIconTextBut(block,
UI_BTYPE_BUT,
0,
ICON_FILE_REFRESH,
IFACE_("Reset"),
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Reset operator defaults"));
UI_but_func_set(but, ui_layout_operator_buts__reset_cb, op, NULL);
}
#endif
/* set various special settings for buttons */
/* Only do this if we're not refreshing an existing UI. */
if (block->oldblock == NULL) {
const bool is_popup = (block->flag & UI_BLOCK_KEEP_OPEN) != 0;
uiBut *but;
for (but = block->buttons.first; but; but = but->next) {
/* no undo for buttons for operator redo panels */
UI_but_flag_disable(but, UI_BUT_UNDO);
/* only for popups, see [#36109] */
/* if button is operator's default property, and a text-field, enable focus for it
* - this is used for allowing operators with popups to rename stuff with fewer clicks
*/
if (is_popup) {
if ((but->rnaprop == op->type->prop) && (but->type == UI_BTYPE_TEXT)) {
UI_but_focus_on_enter_event(CTX_wm_window(C), but);
}
}
}
}
return return_info;
}
static void template_operator_property_buts_draw_recursive(const bContext *C,
wmOperator *op,
uiLayout *layout,
const eButLabelAlign label_align,
int layout_flags,
bool *r_has_advanced)
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
{
if (op->type->flag & OPTYPE_MACRO) {
LISTBASE_FOREACH (wmOperator *, macro_op, &op->macro) {
UI: Better split layout support for checkboxes 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
2020-04-17 16:40:25 +02:00
template_operator_property_buts_draw_recursive(
C, macro_op, layout, label_align, layout_flags, r_has_advanced);
}
}
else {
/* Might want to make label_align adjustable somehow. */
UI: Better split layout support for checkboxes 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
2020-04-17 16:40:25 +02:00
eAutoPropButsReturn return_info = template_operator_property_buts_draw_single(
C, op, layout, label_align, layout_flags);
if (return_info & UI_PROP_BUTS_ANY_FAILED_CHECK) {
if (r_has_advanced) {
*r_has_advanced = true;
}
}
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
}
UI: Better split layout support for checkboxes 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
2020-04-17 16:40:25 +02:00
static bool ui_layout_operator_properties_only_booleans(const bContext *C,
wmWindowManager *wm,
wmOperator *op,
int layout_flags)
{
if (op->type->flag & OPTYPE_MACRO) {
LISTBASE_FOREACH (wmOperator *, macro_op, &op->macro) {
if (!ui_layout_operator_properties_only_booleans(C, wm, macro_op, layout_flags)) {
return false;
}
}
}
else {
uiTemplateOperatorPropertyPollParam user_data = {.C = C, .op = op, .flag = layout_flags};
PointerRNA ptr;
RNA_pointer_create(&wm->id, op->type->srna, op->properties, &ptr);
RNA_STRUCT_BEGIN (&ptr, prop) {
if (RNA_property_flag(prop) & PROP_HIDDEN) {
continue;
}
if (op->type->poll_property &&
!ui_layout_operator_buts_poll_property(&ptr, prop, &user_data)) {
continue;
}
if (RNA_property_type(prop) != PROP_BOOLEAN) {
return false;
}
}
RNA_STRUCT_END;
}
return true;
}
/**
* Draw Operator property buttons for redoing execution with different settings.
* This function does not initialize the layout,
* functions can be called on the layout before and after.
*/
void uiTemplateOperatorPropertyButs(
const bContext *C, uiLayout *layout, wmOperator *op, eButLabelAlign label_align, short flag)
{
wmWindowManager *wm = CTX_wm_manager(C);
/* If there are only checkbox items, don't use split layout by default. It looks weird if the
* checkboxes only use half the width. */
if (ui_layout_operator_properties_only_booleans(C, wm, op, flag)) {
flag |= UI_TEMPLATE_OP_PROPS_NO_SPLIT_LAYOUT;
}
template_operator_property_buts_draw_recursive(C, op, layout, label_align, flag, NULL);
}
void uiTemplateOperatorRedoProperties(uiLayout *layout, const bContext *C)
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
{
wmOperator *op = WM_operator_last_redo(C);
uiBlock *block = uiLayoutGetBlock(layout);
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
if (op == NULL) {
return;
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
/* Disable for now, doesn't fit well in popover. */
#if 0
/* Repeat button with operator name as text. */
uiItemFullO(layout,
"SCREEN_OT_repeat_last",
WM_operatortype_name(op->type, op->ptr),
ICON_NONE,
NULL,
WM_OP_INVOKE_DEFAULT,
0,
NULL);
#endif
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
if (WM_operator_repeat_check(C, op)) {
int layout_flags = 0;
if (block->panel == NULL) {
layout_flags = UI_TEMPLATE_OP_PROPS_SHOW_TITLE;
}
#if 0
bool has_advanced = false;
#endif
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
UI_block_func_handle_set(block, ED_undo_operator_repeat_cb_evt, op);
UI: Better split layout support for checkboxes 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
2020-04-17 16:40:25 +02:00
template_operator_property_buts_draw_recursive(
C, op, layout, UI_BUT_LABEL_ALIGN_NONE, layout_flags, NULL /* &has_advanced */);
/* Warning! this leaves the handle function for any other users of this block. */
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
#if 0
if (has_advanced) {
uiItemO(layout, IFACE_("More..."), ICON_NONE, "SCREEN_OT_redo_last");
}
#endif
}
UI: New Global Top-Bar (WIP) == Main Features/Changes for Users * Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars. * Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector. * Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here. * Individual sections of the topbar are individually scrollable. * Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting. * Top-bar should scale nicely with DPI. * The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes). * Info editors at the top of the window and using the full window width with be replaced by the top-bar. * In fullscreen modes, no more info editor is added on top, the top-bar replaces it. == Technical Features/Changes * Adds initial support for global areas A global area is part of the window, not part of the regular screen-layout. I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas. * Adds a TOPBAR editor type The editor type is hidden in the UI editor type menu. * Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY) * Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar. * Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds. The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved. * Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code. Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being. NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility. == ToDo's It's a bit hard to predict all the ToDo's here are the known main ones: * Add options for the new active-tool system and for operator redo to the topbar. * Automatically hide the top-bar in fullscreen modes. * General visual polish. * Top-bar drag & drop support (WIP in temp-tab_drag_drop). * Improve dynamic regions (should also fix some layout glitches). * Make internal terminology consistent. * Enable topbar file writing once design is more advanced. * Address TODO's and XXX's in code :) Thanks @brecht for the review! And @sergey for the complaining ;) Differential Revision: D2758
2018-04-20 17:14:03 +02:00
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Constraint Header Template
2019-09-06 16:12:47 +10:00
* \{ */
#define ERROR_LIBDATA_MESSAGE TIP_("Can't edit external library data")
static void constraint_active_func(bContext *UNUSED(C), void *ob_v, void *con_v)
{
ED_object_constraint_active_set(ob_v, con_v);
}
static void draw_constraint_header(uiLayout *layout, Object *ob, bConstraint *con)
{
bPoseChannel *pchan = BKE_pose_channel_active(ob);
uiBlock *block;
uiLayout *sub;
PointerRNA ptr;
short proxy_protected, xco = 0, yco = 0;
// int rb_col; // UNUSED
/* determine whether constraint is proxy protected or not */
if (BKE_constraints_proxylocked_owner(ob, pchan)) {
proxy_protected = (con->flag & CONSTRAINT_PROXY_LOCAL) == 0;
}
else {
proxy_protected = 0;
}
/* unless button has own callback, it adds this callback to button */
block = uiLayoutGetBlock(layout);
UI_block_func_set(block, constraint_active_func, ob, con);
RNA_pointer_create(&ob->id, &RNA_Constraint, con, &ptr);
uiLayoutSetContextPointer(layout, "constraint", &ptr);
/* Constraint type icon. */
sub = uiLayoutRow(layout, false);
uiLayoutSetEmboss(sub, false);
uiLayoutSetRedAlert(sub, (con->flag & CONSTRAINT_DISABLE));
uiItemL(sub, "", RNA_struct_ui_icon(ptr.type));
UI_block_emboss_set(block, UI_EMBOSS);
if (proxy_protected == 0) {
uiItemR(layout, &ptr, "name", 0, "", ICON_NONE);
}
else {
uiItemL(layout, con->name, ICON_NONE);
}
/* proxy-protected constraints cannot be edited, so hide up/down + close buttons */
if (proxy_protected) {
UI_block_emboss_set(block, UI_EMBOSS_NONE);
/* draw a ghost icon (for proxy) and also a lock beside it,
* to show that constraint is "proxy locked" */
uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_GHOST_ENABLED,
xco + 12.2f * UI_UNIT_X,
yco,
0.95f * UI_UNIT_X,
0.95f * UI_UNIT_Y,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Proxy Protected"));
uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_LOCKED,
xco + 13.1f * UI_UNIT_X,
yco,
0.95f * UI_UNIT_X,
0.95f * UI_UNIT_Y,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Proxy Protected"));
UI_block_emboss_set(block, UI_EMBOSS);
}
else {
/* enabled */
UI_block_emboss_set(block, UI_EMBOSS_NONE);
uiItemR(layout, &ptr, "mute", 0, "", 0);
UI_block_emboss_set(block, UI_EMBOSS);
uiLayoutSetOperatorContext(layout, WM_OP_INVOKE_DEFAULT);
/* Close 'button' - emboss calls here disable drawing of 'button' behind X */
UI_block_emboss_set(block, UI_EMBOSS_NONE);
uiItemO(layout, "", ICON_X, "CONSTRAINT_OT_delete");
UI_block_emboss_set(block, UI_EMBOSS);
/* Some extra padding at the end, so the 'x' icon isn't too close to drag button. */
uiItemS(layout);
}
/* Set but-locks for protected settings (magic numbers are used here!) */
if (proxy_protected) {
UI_block_lock_set(block, true, TIP_("Cannot edit Proxy-Protected Constraint"));
}
/* clear any locks set up for proxies/lib-linking */
UI_block_lock_clear(block);
}
void uiTemplateConstraintHeader(uiLayout *layout, PointerRNA *ptr)
{
Object *ob;
bConstraint *con;
/* verify we have valid data */
if (!RNA_struct_is_a(ptr->type, &RNA_Constraint)) {
RNA_warning("Expected constraint on object");
return;
}
ob = (Object *)ptr->owner_id;
con = ptr->data;
if (!ob || !(GS(ob->id.name) == ID_OB)) {
RNA_warning("Expected constraint on object");
return;
}
UI_block_lock_set(uiLayoutGetBlock(layout), (ob && ID_IS_LINKED(ob)), ERROR_LIBDATA_MESSAGE);
/* hrms, the temporal constraint should not draw! */
if (con->type == CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data = con->data;
if (data->flag & CONSTRAINT_IK_TEMP) {
return;
}
}
draw_constraint_header(layout, ob, con);
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Preview Template
* \{ */
2019-02-27 12:34:56 +11:00
#include "DNA_light_types.h"
#include "DNA_material_types.h"
#include "DNA_world_types.h"
#define B_MATPRV 1
static void do_preview_buttons(bContext *C, void *arg, int event)
{
switch (event) {
case B_MATPRV:
WM_event_add_notifier(C, NC_MATERIAL | ND_SHADING_PREVIEW, arg);
break;
}
}
void uiTemplatePreview(uiLayout *layout,
bContext *C,
ID *id,
bool show_buttons,
ID *parent,
MTex *slot,
const char *preview_id)
{
uiLayout *row, *col;
uiBlock *block;
uiPreview *ui_preview = NULL;
ARegion *region;
Material *ma = NULL;
Tex *tex = (Tex *)id;
ID *pid, *pparent;
short *pr_texture = NULL;
PointerRNA material_ptr;
PointerRNA texture_ptr;
char _preview_id[UI_MAX_NAME_STR];
if (id && !ELEM(GS(id->name), ID_MA, ID_TE, ID_WO, ID_LA, ID_LS)) {
RNA_warning("Expected ID of type material, texture, light, world or line style");
return;
}
/* decide what to render */
pid = id;
pparent = NULL;
if (id && (GS(id->name) == ID_TE)) {
if (parent && (GS(parent->name) == ID_MA)) {
pr_texture = &((Material *)parent)->pr_texture;
}
else if (parent && (GS(parent->name) == ID_WO)) {
pr_texture = &((World *)parent)->pr_texture;
}
else if (parent && (GS(parent->name) == ID_LA)) {
pr_texture = &((Light *)parent)->pr_texture;
}
else if (parent && (GS(parent->name) == ID_LS)) {
pr_texture = &((FreestyleLineStyle *)parent)->pr_texture;
}
if (pr_texture) {
if (*pr_texture == TEX_PR_OTHER) {
pid = parent;
}
else if (*pr_texture == TEX_PR_BOTH) {
pparent = parent;
}
}
}
if (!preview_id || (preview_id[0] == '\0')) {
/* If no identifier given, generate one from ID type. */
BLI_snprintf(
_preview_id, UI_MAX_NAME_STR, "uiPreview_%s", BKE_idtype_idcode_to_name(GS(id->name)));
preview_id = _preview_id;
}
/* Find or add the uiPreview to the current Region. */
region = CTX_wm_region(C);
ui_preview = BLI_findstring(&region->ui_previews, preview_id, offsetof(uiPreview, preview_id));
if (!ui_preview) {
ui_preview = MEM_callocN(sizeof(uiPreview), "uiPreview");
BLI_strncpy(ui_preview->preview_id, preview_id, sizeof(ui_preview->preview_id));
ui_preview->height = (short)(UI_UNIT_Y * 7.6f);
BLI_addtail(&region->ui_previews, ui_preview);
}
if (ui_preview->height < UI_UNIT_Y) {
ui_preview->height = UI_UNIT_Y;
}
else if (ui_preview->height > UI_UNIT_Y * 50) { /* Rather high upper limit, yet not insane! */
ui_preview->height = UI_UNIT_Y * 50;
}
/* layout */
block = uiLayoutGetBlock(layout);
row = uiLayoutRow(layout, false);
col = uiLayoutColumn(row, false);
uiLayoutSetKeepAspect(col, true);
/* add preview */
uiDefBut(block,
UI_BTYPE_EXTRA,
0,
"",
0,
0,
UI_UNIT_X * 10,
ui_preview->height,
pid,
0.0,
0.0,
0,
0,
"");
UI_but_func_drawextra_set(block, ED_preview_draw, pparent, slot);
UI_block_func_handle_set(block, do_preview_buttons, NULL);
uiDefIconButS(block,
UI_BTYPE_GRIP,
0,
ICON_GRIP,
0,
0,
UI_UNIT_X * 10,
(short)(UI_UNIT_Y * 0.3f),
&ui_preview->height,
UI_UNIT_Y,
UI_UNIT_Y * 50.0f,
0.0f,
0.0f,
"");
/* add buttons */
if (pid && show_buttons) {
if (GS(pid->name) == ID_MA || (pparent && GS(pparent->name) == ID_MA)) {
if (GS(pid->name) == ID_MA) {
ma = (Material *)pid;
}
else {
ma = (Material *)pparent;
}
/* Create RNA Pointer */
RNA_pointer_create(&ma->id, &RNA_Material, ma, &material_ptr);
col = uiLayoutColumn(row, true);
uiLayoutSetScaleX(col, 1.5);
uiItemR(col, &material_ptr, "preview_render_type", UI_ITEM_R_EXPAND, "", ICON_NONE);
/* EEVEE preview file has baked lighting so use_preview_world has no effect,
* just hide the option until this feature is supported. */
if (!BKE_scene_uses_blender_eevee(CTX_data_scene(C))) {
uiItemS(col);
uiItemR(col, &material_ptr, "use_preview_world", 0, "", ICON_WORLD);
}
}
if (pr_texture) {
/* Create RNA Pointer */
RNA_pointer_create(id, &RNA_Texture, tex, &texture_ptr);
uiLayoutRow(layout, true);
uiDefButS(block,
UI_BTYPE_ROW,
B_MATPRV,
IFACE_("Texture"),
0,
0,
UI_UNIT_X * 10,
UI_UNIT_Y,
pr_texture,
10,
TEX_PR_TEXTURE,
0,
0,
"");
if (GS(parent->name) == ID_MA) {
uiDefButS(block,
UI_BTYPE_ROW,
B_MATPRV,
IFACE_("Material"),
0,
0,
UI_UNIT_X * 10,
UI_UNIT_Y,
pr_texture,
10,
TEX_PR_OTHER,
0,
0,
"");
}
else if (GS(parent->name) == ID_LA) {
uiDefButS(block,
UI_BTYPE_ROW,
B_MATPRV,
CTX_IFACE_(BLT_I18NCONTEXT_ID_LIGHT, "Light"),
0,
0,
UI_UNIT_X * 10,
UI_UNIT_Y,
pr_texture,
10,
TEX_PR_OTHER,
0,
0,
"");
}
else if (GS(parent->name) == ID_WO) {
uiDefButS(block,
UI_BTYPE_ROW,
B_MATPRV,
IFACE_("World"),
0,
0,
UI_UNIT_X * 10,
UI_UNIT_Y,
pr_texture,
10,
TEX_PR_OTHER,
0,
0,
"");
}
else if (GS(parent->name) == ID_LS) {
uiDefButS(block,
UI_BTYPE_ROW,
B_MATPRV,
IFACE_("Line Style"),
0,
0,
UI_UNIT_X * 10,
UI_UNIT_Y,
pr_texture,
10,
TEX_PR_OTHER,
0,
0,
"");
}
uiDefButS(block,
UI_BTYPE_ROW,
B_MATPRV,
IFACE_("Both"),
0,
0,
UI_UNIT_X * 10,
UI_UNIT_Y,
pr_texture,
10,
TEX_PR_BOTH,
0,
0,
"");
/* Alpha button for texture preview */
if (*pr_texture != TEX_PR_OTHER) {
row = uiLayoutRow(layout, false);
uiItemR(row, &texture_ptr, "use_preview_alpha", 0, NULL, ICON_NONE);
}
}
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name ColorRamp Template
* \{ */
typedef struct RNAUpdateCb {
PointerRNA ptr;
PropertyRNA *prop;
} RNAUpdateCb;
static void rna_update_cb(bContext *C, void *arg_cb, void *UNUSED(arg))
{
RNAUpdateCb *cb = (RNAUpdateCb *)arg_cb;
/* we call update here on the pointer property, this way the
* owner of the curve mapping can still define it's own update
* and notifier, even if the CurveMapping struct is shared. */
RNA_property_update(C, &cb->ptr, cb->prop);
}
enum {
CB_FUNC_FLIP,
CB_FUNC_DISTRIBUTE_LR,
CB_FUNC_DISTRIBUTE_EVENLY,
CB_FUNC_RESET,
};
static void colorband_flip_cb(bContext *C, ColorBand *coba)
{
CBData data_tmp[MAXCOLORBAND];
int a;
for (a = 0; a < coba->tot; a++) {
data_tmp[a] = coba->data[coba->tot - (a + 1)];
}
for (a = 0; a < coba->tot; a++) {
data_tmp[a].pos = 1.0f - data_tmp[a].pos;
coba->data[a] = data_tmp[a];
}
/* may as well flip the cur*/
coba->cur = coba->tot - (coba->cur + 1);
ED_undo_push(C, "Flip Color Ramp");
}
static void colorband_distribute_cb(bContext *C, ColorBand *coba, bool evenly)
{
if (coba->tot > 1) {
int a;
int tot = evenly ? coba->tot - 1 : coba->tot;
float gap = 1.0f / tot;
float pos = 0.0f;
for (a = 0; a < coba->tot; a++) {
coba->data[a].pos = pos;
pos += gap;
}
ED_undo_push(C, evenly ? "Distribute Stops Evenly" : "Distribute Stops from Left");
}
}
static void colorband_tools_dofunc(bContext *C, void *coba_v, int event)
{
ColorBand *coba = coba_v;
switch (event) {
case CB_FUNC_FLIP:
colorband_flip_cb(C, coba);
break;
case CB_FUNC_DISTRIBUTE_LR:
colorband_distribute_cb(C, coba, false);
break;
case CB_FUNC_DISTRIBUTE_EVENLY:
colorband_distribute_cb(C, coba, true);
break;
case CB_FUNC_RESET:
BKE_colorband_init(coba, true);
ED_undo_push(C, "Reset Color Ramp");
break;
}
ED_region_tag_redraw(CTX_wm_region(C));
}
static uiBlock *colorband_tools_func(bContext *C, ARegion *region, void *coba_v)
{
2020-03-15 17:32:25 +11:00
const uiStyle *style = UI_style_get_dpi();
ColorBand *coba = coba_v;
uiBlock *block;
short yco = 0, menuwidth = 10 * UI_UNIT_X;
block = UI_block_begin(C, region, __func__, UI_EMBOSS_PULLDOWN);
UI_block_func_butmenu_set(block, colorband_tools_dofunc, coba);
uiLayout *layout = UI_block_layout(block,
UI_LAYOUT_VERTICAL,
UI_LAYOUT_MENU,
0,
0,
UI_MENU_WIDTH_MIN,
0,
UI_MENU_PADDING,
style);
UI_block_layout_set_current(block, layout);
{
PointerRNA coba_ptr;
RNA_pointer_create(NULL, &RNA_ColorRamp, coba, &coba_ptr);
uiLayoutSetContextPointer(layout, "color_ramp", &coba_ptr);
}
/* We could move these to operators,
* although this isn't important unless we want to assign key shortcuts to them. */
{
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Flip Color Ramp"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
CB_FUNC_FLIP,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Distribute Stops from Left"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
CB_FUNC_DISTRIBUTE_LR,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Distribute Stops Evenly"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
CB_FUNC_DISTRIBUTE_EVENLY,
"");
uiItemO(layout, IFACE_("Eyedropper"), ICON_EYEDROPPER, "UI_OT_eyedropper_colorramp");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Reset Color Ramp"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
CB_FUNC_RESET,
"");
}
UI_block_direction_set(block, UI_DIR_DOWN);
UI_block_bounds_set_text(block, 3.0f * UI_UNIT_X);
return block;
}
static void colorband_add_cb(bContext *C, void *cb_v, void *coba_v)
{
ColorBand *coba = coba_v;
float pos = 0.5f;
if (coba->tot > 1) {
if (coba->cur > 0) {
pos = (coba->data[coba->cur - 1].pos + coba->data[coba->cur].pos) * 0.5f;
}
else {
pos = (coba->data[coba->cur + 1].pos + coba->data[coba->cur].pos) * 0.5f;
}
}
if (BKE_colorband_element_add(coba, pos)) {
rna_update_cb(C, cb_v, NULL);
ED_undo_push(C, "Add Color Ramp Stop");
}
}
static void colorband_del_cb(bContext *C, void *cb_v, void *coba_v)
{
ColorBand *coba = coba_v;
if (BKE_colorband_element_remove(coba, coba->cur)) {
ED_undo_push(C, "Delete Color Ramp Stop");
rna_update_cb(C, cb_v, NULL);
}
}
static void colorband_update_cb(bContext *UNUSED(C), void *bt_v, void *coba_v)
{
uiBut *bt = bt_v;
ColorBand *coba = coba_v;
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/* Sneaky update here, we need to sort the color-band points to be in order,
* however the RNA pointer then is wrong, so we update it */
BKE_colorband_update_sort(coba);
bt->rnapoin.data = coba->data + coba->cur;
}
static void colorband_buttons_layout(uiLayout *layout,
uiBlock *block,
ColorBand *coba,
const rctf *butr,
RNAUpdateCb *cb,
int expand)
{
uiLayout *row, *split, *subsplit;
uiBut *bt;
float unit = BLI_rctf_size_x(butr) / 14.0f;
float xs = butr->xmin;
float ys = butr->ymin;
PointerRNA ptr;
RNA_pointer_create(cb->ptr.owner_id, &RNA_ColorRamp, coba, &ptr);
split = uiLayoutSplit(layout, 0.4f, false);
UI_block_emboss_set(block, UI_EMBOSS_NONE);
UI_block_align_begin(block);
row = uiLayoutRow(split, false);
bt = uiDefIconTextBut(block,
UI_BTYPE_BUT,
0,
ICON_ADD,
"",
0,
0,
2.0f * unit,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
TIP_("Add a new color stop to the color ramp"));
UI_but_funcN_set(bt, colorband_add_cb, MEM_dupallocN(cb), coba);
bt = uiDefIconTextBut(block,
UI_BTYPE_BUT,
0,
ICON_REMOVE,
"",
xs + 2.0f * unit,
ys + UI_UNIT_Y,
2.0f * unit,
UI_UNIT_Y,
NULL,
0,
0,
0,
0,
TIP_("Delete the active position"));
UI_but_funcN_set(bt, colorband_del_cb, MEM_dupallocN(cb), coba);
bt = uiDefIconBlockBut(block,
colorband_tools_func,
coba,
0,
ICON_DOWNARROW_HLT,
xs + 4.0f * unit,
ys + UI_UNIT_Y,
2.0f * unit,
UI_UNIT_Y,
TIP_("Tools"));
UI_but_funcN_set(bt, rna_update_cb, MEM_dupallocN(cb), coba);
UI_block_align_end(block);
UI_block_emboss_set(block, UI_EMBOSS);
row = uiLayoutRow(split, false);
UI_block_align_begin(block);
uiItemR(row, &ptr, "color_mode", 0, "", ICON_NONE);
if (ELEM(coba->color_mode, COLBAND_BLEND_HSV, COLBAND_BLEND_HSL)) {
uiItemR(row, &ptr, "hue_interpolation", 0, "", ICON_NONE);
}
else { /* COLBAND_BLEND_RGB */
uiItemR(row, &ptr, "interpolation", 0, "", ICON_NONE);
}
UI_block_align_end(block);
row = uiLayoutRow(layout, false);
bt = uiDefBut(block,
UI_BTYPE_COLORBAND,
0,
"",
xs,
ys,
BLI_rctf_size_x(butr),
UI_UNIT_Y,
coba,
0,
0,
0,
0,
"");
UI_but_funcN_set(bt, rna_update_cb, MEM_dupallocN(cb), NULL);
row = uiLayoutRow(layout, false);
if (coba->tot) {
CBData *cbd = coba->data + coba->cur;
RNA_pointer_create(cb->ptr.owner_id, &RNA_ColorRampElement, cbd, &ptr);
if (!expand) {
split = uiLayoutSplit(layout, 0.3f, false);
row = uiLayoutRow(split, false);
uiDefButS(block,
UI_BTYPE_NUM,
0,
"",
0,
0,
5.0f * UI_UNIT_X,
UI_UNIT_Y,
&coba->cur,
0.0,
(float)(MAX2(0, coba->tot - 1)),
1,
0,
TIP_("Choose active color stop"));
row = uiLayoutRow(split, false);
uiItemR(row, &ptr, "position", 0, IFACE_("Pos"), ICON_NONE);
bt = block->buttons.last;
bt->a1 = 1.0f; /* gives a bit more precision for modifying position */
UI_but_func_set(bt, colorband_update_cb, bt, coba);
row = uiLayoutRow(layout, false);
uiItemR(row, &ptr, "color", 0, "", ICON_NONE);
bt = block->buttons.last;
UI_but_funcN_set(bt, rna_update_cb, MEM_dupallocN(cb), NULL);
}
else {
split = uiLayoutSplit(layout, 0.5f, false);
subsplit = uiLayoutSplit(split, 0.35f, false);
row = uiLayoutRow(subsplit, false);
uiDefButS(block,
UI_BTYPE_NUM,
0,
"",
0,
0,
5.0f * UI_UNIT_X,
UI_UNIT_Y,
&coba->cur,
0.0,
(float)(MAX2(0, coba->tot - 1)),
1,
0,
TIP_("Choose active color stop"));
row = uiLayoutRow(subsplit, false);
uiItemR(row, &ptr, "position", UI_ITEM_R_SLIDER, IFACE_("Pos"), ICON_NONE);
bt = block->buttons.last;
bt->a1 = 1.0f; /* gives a bit more precision for modifying position */
UI_but_func_set(bt, colorband_update_cb, bt, coba);
row = uiLayoutRow(split, false);
uiItemR(row, &ptr, "color", 0, "", ICON_NONE);
bt = block->buttons.last;
UI_but_funcN_set(bt, rna_update_cb, MEM_dupallocN(cb), NULL);
}
}
}
void uiTemplateColorRamp(uiLayout *layout, PointerRNA *ptr, const char *propname, bool expand)
{
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
PointerRNA cptr;
RNAUpdateCb *cb;
uiBlock *block;
ID *id;
rctf rect;
if (!prop || RNA_property_type(prop) != PROP_POINTER) {
return;
}
cptr = RNA_property_pointer_get(ptr, prop);
if (!cptr.data || !RNA_struct_is_a(cptr.type, &RNA_ColorRamp)) {
return;
}
cb = MEM_callocN(sizeof(RNAUpdateCb), "RNAUpdateCb");
cb->ptr = *ptr;
cb->prop = prop;
rect.xmin = 0;
rect.xmax = 10.0f * UI_UNIT_X;
rect.ymin = 0;
rect.ymax = 19.5f * UI_UNIT_X;
block = uiLayoutAbsoluteBlock(layout);
id = cptr.owner_id;
UI_block_lock_set(block, (id && ID_IS_LINKED(id)), ERROR_LIBDATA_MESSAGE);
colorband_buttons_layout(layout, block, cptr.data, &rect, cb, expand);
UI_block_lock_clear(block);
MEM_freeN(cb);
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Icon Template
* \{ */
/**
* \param icon_scale: Scale of the icon, 1x == button height.
*/
void uiTemplateIcon(uiLayout *layout, int icon_value, float icon_scale)
{
uiBlock *block;
uiBut *but;
block = uiLayoutAbsoluteBlock(layout);
but = uiDefIconBut(block,
UI_BTYPE_LABEL,
0,
ICON_X,
0,
0,
UI_UNIT_X * icon_scale,
UI_UNIT_Y * icon_scale,
NULL,
0.0,
0.0,
0.0,
0.0,
"");
ui_def_but_icon(but, icon_value, UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name Icon viewer Template
* \{ */
typedef struct IconViewMenuArgs {
PointerRNA ptr;
PropertyRNA *prop;
bool show_labels;
float icon_scale;
} IconViewMenuArgs;
/* ID Search browse menu, open */
static uiBlock *ui_icon_view_menu_cb(bContext *C, ARegion *region, void *arg_litem)
{
static IconViewMenuArgs args;
uiBlock *block;
uiBut *but;
int icon, value;
const EnumPropertyItem *item;
int a;
bool free;
int w, h;
/* arg_litem is malloced, can be freed by parent button */
args = *((IconViewMenuArgs *)arg_litem);
w = UI_UNIT_X * (args.icon_scale);
h = UI_UNIT_X * (args.icon_scale + args.show_labels);
block = UI_block_begin(C, region, "_popup", UI_EMBOSS_PULLDOWN);
UI_block_flag_enable(block, UI_BLOCK_LOOP | UI_BLOCK_NO_FLIP);
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
RNA_property_enum_items(C, &args.ptr, args.prop, &item, NULL, &free);
for (a = 0; item[a].identifier; a++) {
int x, y;
x = (a % 8) * w;
y = -(a / 8) * h;
icon = item[a].icon;
value = item[a].value;
if (args.show_labels) {
but = uiDefIconTextButR_prop(block,
UI_BTYPE_ROW,
0,
icon,
item[a].name,
x,
y,
w,
h,
&args.ptr,
args.prop,
-1,
0,
value,
-1,
-1,
NULL);
}
else {
but = uiDefIconButR_prop(block,
UI_BTYPE_ROW,
0,
icon,
x,
y,
w,
h,
&args.ptr,
args.prop,
-1,
0,
value,
-1,
-1,
NULL);
}
ui_def_but_icon(but, icon, UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
}
UI_block_bounds_set_normal(block, 0.3f * U.widget_unit);
UI_block_direction_set(block, UI_DIR_DOWN);
if (free) {
MEM_freeN((void *)item);
}
return block;
}
/**
* \param icon_scale: Scale of the icon, 1x == button height.
*/
void uiTemplateIconView(uiLayout *layout,
PointerRNA *ptr,
const char *propname,
bool show_labels,
float icon_scale,
float icon_scale_popup)
{
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
IconViewMenuArgs *cb_args;
const EnumPropertyItem *items;
uiBlock *block;
uiBut *but;
int value, icon = ICON_NONE, tot_items;
bool free_items;
if (!prop || RNA_property_type(prop) != PROP_ENUM) {
RNA_warning(
"property of type Enum not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
block = uiLayoutAbsoluteBlock(layout);
RNA_property_enum_items(block->evil_C, ptr, prop, &items, &tot_items, &free_items);
value = RNA_property_enum_get(ptr, prop);
RNA_enum_icon_from_value(items, value, &icon);
if (RNA_property_editable(ptr, prop)) {
cb_args = MEM_callocN(sizeof(IconViewMenuArgs), __func__);
cb_args->ptr = *ptr;
cb_args->prop = prop;
cb_args->show_labels = show_labels;
cb_args->icon_scale = icon_scale_popup;
but = uiDefBlockButN(block,
ui_icon_view_menu_cb,
cb_args,
"",
0,
0,
UI_UNIT_X * icon_scale,
UI_UNIT_Y * icon_scale,
"");
}
else {
but = uiDefIconBut(block,
UI_BTYPE_LABEL,
0,
ICON_X,
0,
0,
UI_UNIT_X * icon_scale,
UI_UNIT_Y * icon_scale,
NULL,
0.0,
0.0,
0.0,
0.0,
"");
}
ui_def_but_icon(but, icon, UI_HAS_ICON | UI_BUT_ICON_PREVIEW);
if (free_items) {
MEM_freeN((void *)items);
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Histogram Template
* \{ */
void uiTemplateHistogram(uiLayout *layout, PointerRNA *ptr, const char *propname)
{
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
PointerRNA cptr;
uiBlock *block;
uiLayout *col;
Histogram *hist;
if (!prop || RNA_property_type(prop) != PROP_POINTER) {
return;
}
cptr = RNA_property_pointer_get(ptr, prop);
if (!cptr.data || !RNA_struct_is_a(cptr.type, &RNA_Histogram)) {
return;
}
hist = (Histogram *)cptr.data;
if (hist->height < UI_UNIT_Y) {
hist->height = UI_UNIT_Y;
}
else if (hist->height > UI_UNIT_Y * 20) {
hist->height = UI_UNIT_Y * 20;
}
col = uiLayoutColumn(layout, true);
block = uiLayoutGetBlock(col);
uiDefBut(
block, UI_BTYPE_HISTOGRAM, 0, "", 0, 0, UI_UNIT_X * 10, hist->height, hist, 0, 0, 0, 0, "");
/* Resize grip. */
uiDefIconButI(block,
UI_BTYPE_GRIP,
0,
ICON_GRIP,
0,
0,
UI_UNIT_X * 10,
(short)(UI_UNIT_Y * 0.3f),
&hist->height,
UI_UNIT_Y,
UI_UNIT_Y * 20.0f,
0.0f,
0.0f,
"");
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Waveform Template
* \{ */
void uiTemplateWaveform(uiLayout *layout, PointerRNA *ptr, const char *propname)
{
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
PointerRNA cptr;
uiBlock *block;
uiLayout *col;
Scopes *scopes;
if (!prop || RNA_property_type(prop) != PROP_POINTER) {
return;
}
cptr = RNA_property_pointer_get(ptr, prop);
if (!cptr.data || !RNA_struct_is_a(cptr.type, &RNA_Scopes)) {
return;
}
scopes = (Scopes *)cptr.data;
col = uiLayoutColumn(layout, true);
block = uiLayoutGetBlock(col);
if (scopes->wavefrm_height < UI_UNIT_Y) {
scopes->wavefrm_height = UI_UNIT_Y;
}
else if (scopes->wavefrm_height > UI_UNIT_Y * 20) {
scopes->wavefrm_height = UI_UNIT_Y * 20;
}
uiDefBut(block,
UI_BTYPE_WAVEFORM,
0,
"",
0,
0,
UI_UNIT_X * 10,
scopes->wavefrm_height,
scopes,
0,
0,
0,
0,
"");
/* Resize grip. */
uiDefIconButI(block,
UI_BTYPE_GRIP,
0,
ICON_GRIP,
0,
0,
UI_UNIT_X * 10,
(short)(UI_UNIT_Y * 0.3f),
&scopes->wavefrm_height,
UI_UNIT_Y,
UI_UNIT_Y * 20.0f,
0.0f,
0.0f,
"");
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
2019-09-19 13:18:52 +10:00
/** \name Vector-Scope Template
2019-09-06 16:12:47 +10:00
* \{ */
void uiTemplateVectorscope(uiLayout *layout, PointerRNA *ptr, const char *propname)
{
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
PointerRNA cptr;
uiBlock *block;
uiLayout *col;
Scopes *scopes;
if (!prop || RNA_property_type(prop) != PROP_POINTER) {
return;
}
cptr = RNA_property_pointer_get(ptr, prop);
if (!cptr.data || !RNA_struct_is_a(cptr.type, &RNA_Scopes)) {
return;
}
scopes = (Scopes *)cptr.data;
if (scopes->vecscope_height < UI_UNIT_Y) {
scopes->vecscope_height = UI_UNIT_Y;
}
else if (scopes->vecscope_height > UI_UNIT_Y * 20) {
scopes->vecscope_height = UI_UNIT_Y * 20;
}
col = uiLayoutColumn(layout, true);
block = uiLayoutGetBlock(col);
uiDefBut(block,
UI_BTYPE_VECTORSCOPE,
0,
"",
0,
0,
UI_UNIT_X * 10,
scopes->vecscope_height,
scopes,
0,
0,
0,
0,
"");
/* Resize grip. */
uiDefIconButI(block,
UI_BTYPE_GRIP,
0,
ICON_GRIP,
0,
0,
UI_UNIT_X * 10,
(short)(UI_UNIT_Y * 0.3f),
&scopes->vecscope_height,
UI_UNIT_Y,
UI_UNIT_Y * 20.0f,
0.0f,
0.0f,
"");
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name CurveMapping Template
* \{ */
static void curvemap_buttons_zoom_in(bContext *C, void *cumap_v, void *UNUSED(arg))
{
CurveMapping *cumap = cumap_v;
float d;
/* we allow 20 times zoom */
if (BLI_rctf_size_x(&cumap->curr) > 0.04f * BLI_rctf_size_x(&cumap->clipr)) {
d = 0.1154f * BLI_rctf_size_x(&cumap->curr);
cumap->curr.xmin += d;
cumap->curr.xmax -= d;
d = 0.1154f * BLI_rctf_size_y(&cumap->curr);
cumap->curr.ymin += d;
cumap->curr.ymax -= d;
}
ED_region_tag_redraw(CTX_wm_region(C));
}
static void curvemap_buttons_zoom_out(bContext *C, void *cumap_v, void *UNUSED(unused))
{
CurveMapping *cumap = cumap_v;
float d, d1;
/* we allow 20 times zoom, but don't view outside clip */
if (BLI_rctf_size_x(&cumap->curr) < 20.0f * BLI_rctf_size_x(&cumap->clipr)) {
d = d1 = 0.15f * BLI_rctf_size_x(&cumap->curr);
if (cumap->flag & CUMA_DO_CLIP) {
if (cumap->curr.xmin - d < cumap->clipr.xmin) {
d1 = cumap->curr.xmin - cumap->clipr.xmin;
}
}
cumap->curr.xmin -= d1;
d1 = d;
if (cumap->flag & CUMA_DO_CLIP) {
if (cumap->curr.xmax + d > cumap->clipr.xmax) {
d1 = -cumap->curr.xmax + cumap->clipr.xmax;
}
}
cumap->curr.xmax += d1;
d = d1 = 0.15f * BLI_rctf_size_y(&cumap->curr);
if (cumap->flag & CUMA_DO_CLIP) {
if (cumap->curr.ymin - d < cumap->clipr.ymin) {
d1 = cumap->curr.ymin - cumap->clipr.ymin;
}
}
cumap->curr.ymin -= d1;
d1 = d;
if (cumap->flag & CUMA_DO_CLIP) {
if (cumap->curr.ymax + d > cumap->clipr.ymax) {
d1 = -cumap->curr.ymax + cumap->clipr.ymax;
}
}
cumap->curr.ymax += d1;
}
ED_region_tag_redraw(CTX_wm_region(C));
}
static void curvemap_buttons_setclip(bContext *UNUSED(C), void *cumap_v, void *UNUSED(arg))
{
CurveMapping *cumap = cumap_v;
BKE_curvemapping_changed(cumap, false);
}
static void curvemap_buttons_delete(bContext *C, void *cb_v, void *cumap_v)
{
CurveMapping *cumap = cumap_v;
BKE_curvemap_remove(cumap->cm + cumap->cur, SELECT);
BKE_curvemapping_changed(cumap, false);
rna_update_cb(C, cb_v, NULL);
}
/* NOTE: this is a block-menu, needs 0 events, otherwise the menu closes */
static uiBlock *curvemap_clipping_func(bContext *C, ARegion *region, void *cumap_v)
{
CurveMapping *cumap = cumap_v;
uiBlock *block;
uiBut *bt;
float width = 8 * UI_UNIT_X;
block = UI_block_begin(C, region, __func__, UI_EMBOSS);
UI_block_flag_enable(block, UI_BLOCK_KEEP_OPEN | UI_BLOCK_MOVEMOUSE_QUIT);
UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
bt = uiDefButBitI(block,
UI_BTYPE_CHECKBOX,
CUMA_DO_CLIP,
1,
IFACE_("Use Clipping"),
0,
5 * UI_UNIT_Y,
width,
UI_UNIT_Y,
&cumap->flag,
0.0,
0.0,
10,
0,
"");
UI_but_func_set(bt, curvemap_buttons_setclip, cumap, NULL);
UI_block_align_begin(block);
uiDefButF(block,
UI_BTYPE_NUM,
0,
IFACE_("Min X:"),
0,
4 * UI_UNIT_Y,
width,
UI_UNIT_Y,
&cumap->clipr.xmin,
-100.0,
cumap->clipr.xmax,
10,
2,
"");
uiDefButF(block,
UI_BTYPE_NUM,
0,
IFACE_("Min Y:"),
0,
3 * UI_UNIT_Y,
width,
UI_UNIT_Y,
&cumap->clipr.ymin,
-100.0,
cumap->clipr.ymax,
10,
2,
"");
uiDefButF(block,
UI_BTYPE_NUM,
0,
IFACE_("Max X:"),
0,
2 * UI_UNIT_Y,
width,
UI_UNIT_Y,
&cumap->clipr.xmax,
cumap->clipr.xmin,
100.0,
10,
2,
"");
uiDefButF(block,
UI_BTYPE_NUM,
0,
IFACE_("Max Y:"),
0,
UI_UNIT_Y,
width,
UI_UNIT_Y,
&cumap->clipr.ymax,
cumap->clipr.ymin,
100.0,
10,
2,
"");
UI_block_bounds_set_normal(block, 0.3f * U.widget_unit);
UI_block_direction_set(block, UI_DIR_DOWN);
return block;
}
/* only for BKE_curvemap_tools_dofunc */
enum {
UICURVE_FUNC_RESET_NEG,
UICURVE_FUNC_RESET_POS,
UICURVE_FUNC_RESET_VIEW,
UICURVE_FUNC_HANDLE_VECTOR,
UICURVE_FUNC_HANDLE_AUTO,
UICURVE_FUNC_HANDLE_AUTO_ANIM,
UICURVE_FUNC_EXTEND_HOZ,
UICURVE_FUNC_EXTEND_EXP,
};
static void curvemap_tools_dofunc(bContext *C, void *cumap_v, int event)
{
CurveMapping *cumap = cumap_v;
CurveMap *cuma = cumap->cm + cumap->cur;
switch (event) {
case UICURVE_FUNC_RESET_NEG:
case UICURVE_FUNC_RESET_POS: /* reset */
BKE_curvemap_reset(cuma,
&cumap->clipr,
cumap->preset,
(event == UICURVE_FUNC_RESET_NEG) ? CURVEMAP_SLOPE_NEGATIVE :
CURVEMAP_SLOPE_POSITIVE);
BKE_curvemapping_changed(cumap, false);
break;
case UICURVE_FUNC_RESET_VIEW:
cumap->curr = cumap->clipr;
break;
case UICURVE_FUNC_HANDLE_VECTOR: /* set vector */
BKE_curvemap_handle_set(cuma, HD_VECT);
BKE_curvemapping_changed(cumap, false);
break;
case UICURVE_FUNC_HANDLE_AUTO: /* set auto */
BKE_curvemap_handle_set(cuma, HD_AUTO);
BKE_curvemapping_changed(cumap, false);
break;
case UICURVE_FUNC_HANDLE_AUTO_ANIM: /* set auto-clamped */
BKE_curvemap_handle_set(cuma, HD_AUTO_ANIM);
BKE_curvemapping_changed(cumap, false);
break;
case UICURVE_FUNC_EXTEND_HOZ: /* extend horiz */
cumap->flag &= ~CUMA_EXTEND_EXTRAPOLATE;
BKE_curvemapping_changed(cumap, false);
break;
case UICURVE_FUNC_EXTEND_EXP: /* extend extrapolate */
cumap->flag |= CUMA_EXTEND_EXTRAPOLATE;
BKE_curvemapping_changed(cumap, false);
break;
}
ED_undo_push(C, "CurveMap tools");
ED_region_tag_redraw(CTX_wm_region(C));
}
2016-02-25 11:54:30 +11:00
static uiBlock *curvemap_tools_func(
bContext *C, ARegion *region, CurveMapping *cumap, bool show_extend, int reset_mode)
{
uiBlock *block;
short yco = 0, menuwidth = 10 * UI_UNIT_X;
block = UI_block_begin(C, region, __func__, UI_EMBOSS);
UI_block_func_butmenu_set(block, curvemap_tools_dofunc, cumap);
{
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Reset View"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
UICURVE_FUNC_RESET_VIEW,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Vector Handle"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
UICURVE_FUNC_HANDLE_VECTOR,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Auto Handle"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
UICURVE_FUNC_HANDLE_AUTO,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Auto Clamped Handle"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
UICURVE_FUNC_HANDLE_AUTO_ANIM,
"");
}
if (show_extend) {
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Extend Horizontal"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
UICURVE_FUNC_EXTEND_HOZ,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Extend Extrapolated"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
UICURVE_FUNC_EXTEND_EXP,
"");
}
{
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Reset Curve"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
reset_mode,
"");
}
UI_block_direction_set(block, UI_DIR_DOWN);
UI_block_bounds_set_text(block, 3.0f * UI_UNIT_X);
return block;
}
static uiBlock *curvemap_tools_posslope_func(bContext *C, ARegion *region, void *cumap_v)
{
return curvemap_tools_func(C, region, cumap_v, true, UICURVE_FUNC_RESET_POS);
2016-02-25 11:54:30 +11:00
}
static uiBlock *curvemap_tools_negslope_func(bContext *C, ARegion *region, void *cumap_v)
2016-02-25 11:54:30 +11:00
{
return curvemap_tools_func(C, region, cumap_v, true, UICURVE_FUNC_RESET_NEG);
}
static uiBlock *curvemap_brush_tools_func(bContext *C, ARegion *region, void *cumap_v)
{
return curvemap_tools_func(C, region, cumap_v, false, UICURVE_FUNC_RESET_NEG);
}
static uiBlock *curvemap_brush_tools_negslope_func(bContext *C, ARegion *region, void *cumap_v)
{
return curvemap_tools_func(C, region, cumap_v, false, UICURVE_FUNC_RESET_POS);
}
static void curvemap_buttons_redraw(bContext *C, void *UNUSED(arg1), void *UNUSED(arg2))
{
ED_region_tag_redraw(CTX_wm_region(C));
}
static void curvemap_buttons_update(bContext *C, void *arg1_v, void *cumap_v)
{
CurveMapping *cumap = cumap_v;
BKE_curvemapping_changed(cumap, true);
rna_update_cb(C, arg1_v, NULL);
}
static void curvemap_buttons_reset(bContext *C, void *cb_v, void *cumap_v)
{
CurveMapping *cumap = cumap_v;
int a;
cumap->preset = CURVE_PRESET_LINE;
for (a = 0; a < CM_TOT; a++) {
BKE_curvemap_reset(cumap->cm + a, &cumap->clipr, cumap->preset, CURVEMAP_SLOPE_POSITIVE);
}
cumap->black[0] = cumap->black[1] = cumap->black[2] = 0.0f;
cumap->white[0] = cumap->white[1] = cumap->white[2] = 1.0f;
BKE_curvemapping_set_black_white(cumap, NULL, NULL);
BKE_curvemapping_changed(cumap, false);
rna_update_cb(C, cb_v, NULL);
}
2019-08-04 12:52:01 +10:00
/**
* \note Still unsure how this call evolves.
*
* \param labeltype: Used for defining which curve-channels to show.
*/
static void curvemap_buttons_layout(uiLayout *layout,
PointerRNA *ptr,
char labeltype,
bool levels,
bool brush,
bool neg_slope,
bool tone,
RNAUpdateCb *cb)
{
CurveMapping *cumap = ptr->data;
CurveMap *cm = &cumap->cm[cumap->cur];
CurveMapPoint *cmp = NULL;
uiLayout *row, *sub, *split;
uiBlock *block;
uiBut *bt;
float dx = UI_UNIT_X;
int icon, size;
int bg = -1, i;
block = uiLayoutGetBlock(layout);
if (tone) {
split = uiLayoutSplit(layout, 0.0f, false);
uiItemR(uiLayoutRow(split, false), ptr, "tone", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
}
/* curve chooser */
row = uiLayoutRow(layout, false);
if (labeltype == 'v') {
/* vector */
sub = uiLayoutRow(row, true);
uiLayoutSetAlignment(sub, UI_LAYOUT_ALIGN_LEFT);
if (cumap->cm[0].curve) {
bt = uiDefButI(
block, UI_BTYPE_ROW, 0, "X", 0, 0, dx, dx, &cumap->cur, 0.0, 0.0, 0.0, 0.0, "");
UI_but_func_set(bt, curvemap_buttons_redraw, NULL, NULL);
}
if (cumap->cm[1].curve) {
bt = uiDefButI(
block, UI_BTYPE_ROW, 0, "Y", 0, 0, dx, dx, &cumap->cur, 0.0, 1.0, 0.0, 0.0, "");
UI_but_func_set(bt, curvemap_buttons_redraw, NULL, NULL);
}
if (cumap->cm[2].curve) {
bt = uiDefButI(
block, UI_BTYPE_ROW, 0, "Z", 0, 0, dx, dx, &cumap->cur, 0.0, 2.0, 0.0, 0.0, "");
UI_but_func_set(bt, curvemap_buttons_redraw, NULL, NULL);
}
}
else if (labeltype == 'c') {
/* color */
sub = uiLayoutRow(row, true);
uiLayoutSetAlignment(sub, UI_LAYOUT_ALIGN_LEFT);
if (cumap->cm[3].curve) {
bt = uiDefButI(
block, UI_BTYPE_ROW, 0, "C", 0, 0, dx, dx, &cumap->cur, 0.0, 3.0, 0.0, 0.0, "");
UI_but_func_set(bt, curvemap_buttons_redraw, NULL, NULL);
}
if (cumap->cm[0].curve) {
bt = uiDefButI(
block, UI_BTYPE_ROW, 0, "R", 0, 0, dx, dx, &cumap->cur, 0.0, 0.0, 0.0, 0.0, "");
UI_but_func_set(bt, curvemap_buttons_redraw, NULL, NULL);
}
if (cumap->cm[1].curve) {
bt = uiDefButI(
block, UI_BTYPE_ROW, 0, "G", 0, 0, dx, dx, &cumap->cur, 0.0, 1.0, 0.0, 0.0, "");
UI_but_func_set(bt, curvemap_buttons_redraw, NULL, NULL);
}
if (cumap->cm[2].curve) {
bt = uiDefButI(
block, UI_BTYPE_ROW, 0, "B", 0, 0, dx, dx, &cumap->cur, 0.0, 2.0, 0.0, 0.0, "");
UI_but_func_set(bt, curvemap_buttons_redraw, NULL, NULL);
}
}
else if (labeltype == 'h') {
/* HSV */
sub = uiLayoutRow(row, true);
uiLayoutSetAlignment(sub, UI_LAYOUT_ALIGN_LEFT);
if (cumap->cm[0].curve) {
bt = uiDefButI(
block, UI_BTYPE_ROW, 0, "H", 0, 0, dx, dx, &cumap->cur, 0.0, 0.0, 0.0, 0.0, "");
UI_but_func_set(bt, curvemap_buttons_redraw, NULL, NULL);
}
if (cumap->cm[1].curve) {
bt = uiDefButI(
block, UI_BTYPE_ROW, 0, "S", 0, 0, dx, dx, &cumap->cur, 0.0, 1.0, 0.0, 0.0, "");
UI_but_func_set(bt, curvemap_buttons_redraw, NULL, NULL);
}
if (cumap->cm[2].curve) {
bt = uiDefButI(
block, UI_BTYPE_ROW, 0, "V", 0, 0, dx, dx, &cumap->cur, 0.0, 2.0, 0.0, 0.0, "");
UI_but_func_set(bt, curvemap_buttons_redraw, NULL, NULL);
}
}
else {
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_RIGHT);
}
if (labeltype == 'h') {
bg = UI_GRAD_H;
}
/* operation buttons */
sub = uiLayoutRow(row, true);
UI_block_emboss_set(block, UI_EMBOSS_NONE);
bt = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_ZOOM_IN,
0,
0,
dx,
dx,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Zoom in"));
UI_but_func_set(bt, curvemap_buttons_zoom_in, cumap, NULL);
bt = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_ZOOM_OUT,
0,
0,
dx,
dx,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Zoom out"));
UI_but_func_set(bt, curvemap_buttons_zoom_out, cumap, NULL);
if (brush && neg_slope) {
bt = uiDefIconBlockBut(block,
curvemap_brush_tools_negslope_func,
cumap,
0,
ICON_DOWNARROW_HLT,
0,
0,
dx,
dx,
TIP_("Tools"));
}
else if (brush) {
bt = uiDefIconBlockBut(block,
curvemap_brush_tools_func,
cumap,
0,
ICON_DOWNARROW_HLT,
0,
0,
dx,
dx,
TIP_("Tools"));
}
else if (neg_slope) {
bt = uiDefIconBlockBut(block,
curvemap_tools_negslope_func,
cumap,
0,
ICON_DOWNARROW_HLT,
0,
0,
dx,
dx,
TIP_("Tools"));
}
else {
bt = uiDefIconBlockBut(block,
curvemap_tools_posslope_func,
cumap,
0,
ICON_DOWNARROW_HLT,
0,
0,
dx,
dx,
TIP_("Tools"));
}
UI_but_funcN_set(bt, rna_update_cb, MEM_dupallocN(cb), NULL);
icon = (cumap->flag & CUMA_DO_CLIP) ? ICON_CLIPUV_HLT : ICON_CLIPUV_DEHLT;
bt = uiDefIconBlockBut(
block, curvemap_clipping_func, cumap, 0, icon, 0, 0, dx, dx, TIP_("Clipping Options"));
UI_but_funcN_set(bt, rna_update_cb, MEM_dupallocN(cb), NULL);
bt = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_X,
0,
0,
dx,
dx,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Delete points"));
UI_but_funcN_set(bt, curvemap_buttons_delete, MEM_dupallocN(cb), cumap);
UI_block_emboss_set(block, UI_EMBOSS);
UI_block_funcN_set(block, rna_update_cb, MEM_dupallocN(cb), NULL);
/* curve itself */
size = max_ii(uiLayoutGetWidth(layout), UI_UNIT_X);
row = uiLayoutRow(layout, false);
uiDefBut(
block, UI_BTYPE_CURVE, 0, "", 0, 0, size, 8.0f * UI_UNIT_X, cumap, 0.0f, 1.0f, bg, 0, "");
/* sliders for selected point */
for (i = 0; i < cm->totpoint; i++) {
if (cm->curve[i].flag & CUMA_SELECT) {
cmp = &cm->curve[i];
break;
}
}
if (cmp) {
rctf bounds;
if (cumap->flag & CUMA_DO_CLIP) {
bounds = cumap->clipr;
}
else {
bounds.xmin = bounds.ymin = -1000.0;
bounds.xmax = bounds.ymax = 1000.0;
}
uiLayoutRow(layout, true);
UI_block_funcN_set(block, curvemap_buttons_update, MEM_dupallocN(cb), cumap);
uiDefButF(block,
UI_BTYPE_NUM,
0,
"X",
0,
2 * UI_UNIT_Y,
UI_UNIT_X * 10,
UI_UNIT_Y,
&cmp->x,
bounds.xmin,
bounds.xmax,
1,
5,
"");
uiDefButF(block,
UI_BTYPE_NUM,
0,
"Y",
0,
1 * UI_UNIT_Y,
UI_UNIT_X * 10,
UI_UNIT_Y,
&cmp->y,
bounds.ymin,
bounds.ymax,
1,
5,
"");
}
/* black/white levels */
if (levels) {
split = uiLayoutSplit(layout, 0.0f, false);
uiItemR(uiLayoutColumn(split, false), ptr, "black_level", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
uiItemR(uiLayoutColumn(split, false), ptr, "white_level", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
uiLayoutRow(layout, false);
bt = uiDefBut(block,
UI_BTYPE_BUT,
0,
IFACE_("Reset"),
0,
0,
UI_UNIT_X * 10,
UI_UNIT_Y,
NULL,
0.0f,
0.0f,
0,
0,
TIP_("Reset Black/White point and curves"));
UI_but_funcN_set(bt, curvemap_buttons_reset, MEM_dupallocN(cb), cumap);
}
UI_block_funcN_set(block, NULL, NULL, NULL);
}
void uiTemplateCurveMapping(uiLayout *layout,
PointerRNA *ptr,
const char *propname,
int type,
bool levels,
bool brush,
bool neg_slope,
bool tone)
{
RNAUpdateCb *cb;
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
PointerRNA cptr;
ID *id;
uiBlock *block = uiLayoutGetBlock(layout);
if (!prop) {
RNA_warning("curve property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
if (RNA_property_type(prop) != PROP_POINTER) {
RNA_warning("curve is not a pointer: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
cptr = RNA_property_pointer_get(ptr, prop);
if (!cptr.data || !RNA_struct_is_a(cptr.type, &RNA_CurveMapping)) {
return;
}
cb = MEM_callocN(sizeof(RNAUpdateCb), "RNAUpdateCb");
cb->ptr = *ptr;
cb->prop = prop;
id = cptr.owner_id;
UI_block_lock_set(block, (id && ID_IS_LINKED(id)), ERROR_LIBDATA_MESSAGE);
curvemap_buttons_layout(layout, &cptr, type, levels, brush, neg_slope, tone, cb);
UI_block_lock_clear(block);
MEM_freeN(cb);
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Curve Profile Template
* \{ */
static void CurveProfile_presets_dofunc(bContext *C, void *profile_v, int event)
{
CurveProfile *profile = profile_v;
profile->preset = event;
BKE_curveprofile_reset(profile);
BKE_curveprofile_update(profile, PROF_UPDATE_NONE);
ED_undo_push(C, "CurveProfile tools");
ED_region_tag_redraw(CTX_wm_region(C));
}
static uiBlock *CurveProfile_presets_func(bContext *C, ARegion *region, CurveProfile *profile)
{
uiBlock *block;
short yco = 0;
short menuwidth = 12 * UI_UNIT_X;
menuwidth = 0;
block = UI_block_begin(C, region, __func__, UI_EMBOSS);
UI_block_func_butmenu_set(block, CurveProfile_presets_dofunc, profile);
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Default"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
PROF_PRESET_LINE,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Support Loops"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
PROF_PRESET_SUPPORTS,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Cornice Molding"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
PROF_PRESET_CORNICE,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Crown Molding"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
PROF_PRESET_CROWN,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Steps"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
PROF_PRESET_STEPS,
"");
UI_block_direction_set(block, UI_DIR_DOWN);
UI_block_bounds_set_text(block, (int)(3.0f * UI_UNIT_X));
return block;
}
static uiBlock *CurveProfile_buttons_presets(bContext *C, ARegion *region, void *profile_v)
{
return CurveProfile_presets_func(C, region, (CurveProfile *)profile_v);
}
/* Only for CurveProfile tools block */
enum {
UIPROFILE_FUNC_RESET,
UIPROFILE_FUNC_RESET_VIEW,
};
static void CurveProfile_tools_dofunc(bContext *C, void *profile_v, int event)
{
CurveProfile *profile = profile_v;
switch (event) {
case UIPROFILE_FUNC_RESET: /* reset */
BKE_curveprofile_reset(profile);
BKE_curveprofile_update(profile, PROF_UPDATE_NONE);
break;
case UIPROFILE_FUNC_RESET_VIEW: /* reset view to clipping rect */
profile->view_rect = profile->clip_rect;
break;
}
ED_undo_push(C, "CurveProfile tools");
ED_region_tag_redraw(CTX_wm_region(C));
}
static uiBlock *CurveProfile_tools_func(bContext *C, ARegion *region, CurveProfile *profile)
{
uiBlock *block;
short yco = 0;
short menuwidth = 10 * UI_UNIT_X;
block = UI_block_begin(C, region, __func__, UI_EMBOSS);
UI_block_func_butmenu_set(block, CurveProfile_tools_dofunc, profile);
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Reset View"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
UIPROFILE_FUNC_RESET_VIEW,
"");
uiDefIconTextBut(block,
UI_BTYPE_BUT_MENU,
1,
ICON_BLANK1,
IFACE_("Reset Curve"),
0,
yco -= UI_UNIT_Y,
menuwidth,
UI_UNIT_Y,
NULL,
0.0,
0.0,
0,
UIPROFILE_FUNC_RESET,
"");
UI_block_direction_set(block, UI_DIR_DOWN);
UI_block_bounds_set_text(block, (int)(3.0f * UI_UNIT_X));
return block;
}
static uiBlock *CurveProfile_buttons_tools(bContext *C, ARegion *region, void *profile_v)
{
return CurveProfile_tools_func(C, region, (CurveProfile *)profile_v);
}
static void CurveProfile_buttons_zoom_in(bContext *C, void *profile_v, void *UNUSED(arg))
{
CurveProfile *profile = profile_v;
float d;
/* Allow a 20x zoom. */
if (BLI_rctf_size_x(&profile->view_rect) > 0.04f * BLI_rctf_size_x(&profile->clip_rect)) {
d = 0.1154f * BLI_rctf_size_x(&profile->view_rect);
profile->view_rect.xmin += d;
profile->view_rect.xmax -= d;
d = 0.1154f * BLI_rctf_size_y(&profile->view_rect);
profile->view_rect.ymin += d;
profile->view_rect.ymax -= d;
}
ED_region_tag_redraw(CTX_wm_region(C));
}
static void CurveProfile_buttons_zoom_out(bContext *C, void *profile_v, void *UNUSED(arg))
{
CurveProfile *profile = profile_v;
float d, d1;
/* Allow 20 times zoom, but don't view outside clip */
if (BLI_rctf_size_x(&profile->view_rect) < 20.0f * BLI_rctf_size_x(&profile->clip_rect)) {
d = d1 = 0.15f * BLI_rctf_size_x(&profile->view_rect);
if (profile->flag & PROF_USE_CLIP) {
if (profile->view_rect.xmin - d < profile->clip_rect.xmin) {
d1 = profile->view_rect.xmin - profile->clip_rect.xmin;
}
}
profile->view_rect.xmin -= d1;
d1 = d;
if (profile->flag & PROF_USE_CLIP) {
if (profile->view_rect.xmax + d > profile->clip_rect.xmax) {
d1 = -profile->view_rect.xmax + profile->clip_rect.xmax;
}
}
profile->view_rect.xmax += d1;
d = d1 = 0.15f * BLI_rctf_size_y(&profile->view_rect);
if (profile->flag & PROF_USE_CLIP) {
if (profile->view_rect.ymin - d < profile->clip_rect.ymin) {
d1 = profile->view_rect.ymin - profile->clip_rect.ymin;
}
}
profile->view_rect.ymin -= d1;
d1 = d;
if (profile->flag & PROF_USE_CLIP) {
if (profile->view_rect.ymax + d > profile->clip_rect.ymax) {
d1 = -profile->view_rect.ymax + profile->clip_rect.ymax;
}
}
profile->view_rect.ymax += d1;
}
ED_region_tag_redraw(CTX_wm_region(C));
}
static void CurveProfile_clipping_toggle(bContext *C, void *cb_v, void *profile_v)
{
CurveProfile *profile = profile_v;
profile->flag ^= PROF_USE_CLIP;
BKE_curveprofile_update(profile, PROF_UPDATE_NONE);
rna_update_cb(C, cb_v, NULL);
}
static void CurveProfile_buttons_reverse(bContext *C, void *cb_v, void *profile_v)
{
CurveProfile *profile = profile_v;
BKE_curveprofile_reverse(profile);
BKE_curveprofile_update(profile, PROF_UPDATE_NONE);
rna_update_cb(C, cb_v, NULL);
}
static void CurveProfile_buttons_delete(bContext *C, void *cb_v, void *profile_v)
{
CurveProfile *profile = profile_v;
BKE_curveprofile_remove_by_flag(profile, SELECT);
BKE_curveprofile_update(profile, PROF_UPDATE_NONE);
rna_update_cb(C, cb_v, NULL);
}
static void CurveProfile_buttons_update(bContext *C, void *arg1_v, void *profile_v)
{
CurveProfile *profile = profile_v;
BKE_curveprofile_update(profile, PROF_UPDATE_REMOVE_DOUBLES | PROF_UPDATE_CLIP);
rna_update_cb(C, arg1_v, NULL);
}
static void CurveProfile_buttons_reset(bContext *C, void *arg1_v, void *profile_v)
{
CurveProfile *profile = profile_v;
BKE_curveprofile_reset(profile);
BKE_curveprofile_update(profile, PROF_UPDATE_NONE);
rna_update_cb(C, arg1_v, NULL);
}
static void CurveProfile_buttons_layout(uiLayout *layout, PointerRNA *ptr, RNAUpdateCb *cb)
{
CurveProfile *profile = ptr->data;
CurveProfilePoint *point = NULL;
uiLayout *row, *sub;
uiBlock *block;
uiBut *bt;
int i, icon, path_width, path_height;
bool point_last_or_first = false;
rctf bounds;
block = uiLayoutGetBlock(layout);
UI_block_emboss_set(block, UI_EMBOSS);
uiLayoutSetPropSep(layout, false);
/* Preset selector */
/* There is probably potential to use simpler "uiItemR" functions here, but automatic updating
* after a preset is selected would be more complicated. */
bt = uiDefBlockBut(
block, CurveProfile_buttons_presets, profile, "Preset", 0, 0, UI_UNIT_X, UI_UNIT_X, "");
UI_but_funcN_set(bt, rna_update_cb, MEM_dupallocN(cb), NULL);
/* Show a "re-apply" preset button when it has been changed from the preset. */
if (profile->flag & PROF_DIRTY_PRESET) {
/* Only for dynamic presets. */
if (ELEM(profile->preset, PROF_PRESET_STEPS, PROF_PRESET_SUPPORTS)) {
bt = uiDefIconTextBut(block,
UI_BTYPE_BUT,
0,
ICON_NONE,
"Apply Preset",
0,
0,
UI_UNIT_X,
UI_UNIT_X,
NULL,
0.0,
0.0,
0.0,
0.0,
"Reapply and update the preset, removing changes");
UI_but_funcN_set(bt, CurveProfile_buttons_reset, MEM_dupallocN(cb), profile);
}
}
row = uiLayoutRow(layout, false);
/* (Left aligned) */
sub = uiLayoutRow(row, true);
uiLayoutSetAlignment(sub, UI_LAYOUT_ALIGN_LEFT);
/* Zoom in */
bt = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_ZOOM_IN,
0,
0,
UI_UNIT_X,
UI_UNIT_X,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Zoom in"));
UI_but_func_set(bt, CurveProfile_buttons_zoom_in, profile, NULL);
/* Zoom out */
bt = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_ZOOM_OUT,
0,
0,
UI_UNIT_X,
UI_UNIT_X,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Zoom out"));
UI_but_func_set(bt, CurveProfile_buttons_zoom_out, profile, NULL);
/* (Right aligned) */
sub = uiLayoutRow(row, true);
uiLayoutSetAlignment(sub, UI_LAYOUT_ALIGN_RIGHT);
/* Reset view, reset curve */
bt = uiDefIconBlockBut(
block, CurveProfile_buttons_tools, profile, 0, 0, 0, 0, UI_UNIT_X, UI_UNIT_X, TIP_("Tools"));
UI_but_funcN_set(bt, rna_update_cb, MEM_dupallocN(cb), NULL);
/* Flip path */
bt = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_ARROW_LEFTRIGHT,
0,
0,
UI_UNIT_X,
UI_UNIT_X,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Reverse Path"));
UI_but_funcN_set(bt, CurveProfile_buttons_reverse, MEM_dupallocN(cb), profile);
/* Clipping toggle */
icon = (profile->flag & PROF_USE_CLIP) ? ICON_CLIPUV_HLT : ICON_CLIPUV_DEHLT;
bt = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
icon,
0,
0,
UI_UNIT_X,
UI_UNIT_X,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Toggle Profile Clipping"));
UI_but_funcN_set(bt, CurveProfile_clipping_toggle, MEM_dupallocN(cb), profile);
UI_block_funcN_set(block, rna_update_cb, MEM_dupallocN(cb), NULL);
/* The path itself */
path_width = max_ii(uiLayoutGetWidth(layout), UI_UNIT_X);
path_width = min_ii(path_width, (int)(16.0f * UI_UNIT_X));
path_height = path_width;
uiLayoutRow(layout, false);
uiDefBut(block,
UI_BTYPE_CURVEPROFILE,
0,
"",
0,
0,
(short)path_width,
(short)path_height,
profile,
0.0f,
1.0f,
-1,
0,
"");
/* Position sliders for (first) selected point */
float *selection_x, *selection_y;
for (i = 0; i < profile->path_len; i++) {
if (profile->path[i].flag & PROF_SELECT) {
point = &profile->path[i];
selection_x = &point->x;
selection_y = &point->y;
break;
}
if (profile->path[i].flag & PROF_H1_SELECT) {
point = &profile->path[i];
selection_x = &point->h1_loc[0];
selection_y = &point->h1_loc[1];
}
else if (profile->path[i].flag & PROF_H2_SELECT) {
point = &profile->path[i];
selection_x = &point->h2_loc[0];
selection_y = &point->h2_loc[1];
}
}
if (i == 0 || i == profile->path_len - 1) {
point_last_or_first = true;
}
/* Selected point data */
if (point) {
if (profile->flag & PROF_USE_CLIP) {
bounds = profile->clip_rect;
}
else {
bounds.xmin = bounds.ymin = -1000.0;
bounds.xmax = bounds.ymax = 1000.0;
}
row = uiLayoutRow(layout, true);
PointerRNA point_ptr;
RNA_pointer_create(ptr->owner_id, &RNA_CurveProfilePoint, point, &point_ptr);
PropertyRNA *prop_handle_type = RNA_struct_find_property(&point_ptr, "handle_type_1");
uiItemFullR(row,
&point_ptr,
prop_handle_type,
RNA_NO_INDEX,
0,
UI_ITEM_R_EXPAND | UI_ITEM_R_ICON_ONLY,
"",
ICON_NONE);
/* Position */
bt = uiDefButF(block,
UI_BTYPE_NUM,
0,
"X:",
0,
2 * UI_UNIT_Y,
UI_UNIT_X * 10,
UI_UNIT_Y,
selection_x,
bounds.xmin,
bounds.xmax,
1,
5,
"");
UI_but_funcN_set(bt, CurveProfile_buttons_update, MEM_dupallocN(cb), profile);
if (point_last_or_first) {
UI_but_flag_enable(bt, UI_BUT_DISABLED);
}
bt = uiDefButF(block,
UI_BTYPE_NUM,
0,
"Y:",
0,
1 * UI_UNIT_Y,
UI_UNIT_X * 10,
UI_UNIT_Y,
selection_y,
bounds.ymin,
bounds.ymax,
1,
5,
"");
UI_but_funcN_set(bt, CurveProfile_buttons_update, MEM_dupallocN(cb), profile);
if (point_last_or_first) {
UI_but_flag_enable(bt, UI_BUT_DISABLED);
}
/* Delete points */
bt = uiDefIconBut(block,
UI_BTYPE_BUT,
0,
ICON_X,
0,
0,
UI_UNIT_X,
UI_UNIT_X,
NULL,
0.0,
0.0,
0.0,
0.0,
TIP_("Delete points"));
UI_but_funcN_set(bt, CurveProfile_buttons_delete, MEM_dupallocN(cb), profile);
if (point_last_or_first) {
UI_but_flag_enable(bt, UI_BUT_DISABLED);
}
}
uiItemR(layout, ptr, "use_sample_straight_edges", 0, NULL, ICON_NONE);
uiItemR(layout, ptr, "use_sample_even_lengths", 0, NULL, ICON_NONE);
UI_block_funcN_set(block, NULL, NULL, NULL);
}
/**
* Template for a path creation widget intended for custom bevel profiles.
* This section is quite similar to #uiTemplateCurveMapping, but with reduced complexity.
*/
void uiTemplateCurveProfile(uiLayout *layout, PointerRNA *ptr, const char *propname)
{
RNAUpdateCb *cb;
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
PointerRNA cptr;
ID *id;
uiBlock *block = uiLayoutGetBlock(layout);
if (!prop) {
RNA_warning(
"Curve Profile property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
if (RNA_property_type(prop) != PROP_POINTER) {
RNA_warning(
"Curve Profile is not a pointer: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
cptr = RNA_property_pointer_get(ptr, prop);
if (!cptr.data || !RNA_struct_is_a(cptr.type, &RNA_CurveProfile)) {
return;
}
/* Share update functionality with the CurveMapping widget template. */
cb = MEM_callocN(sizeof(RNAUpdateCb), "RNAUpdateCb");
cb->ptr = *ptr;
cb->prop = prop;
id = cptr.owner_id;
UI_block_lock_set(block, (id && ID_IS_LINKED(id)), ERROR_LIBDATA_MESSAGE);
CurveProfile_buttons_layout(layout, &cptr, cb);
UI_block_lock_clear(block);
MEM_freeN(cb);
}
/** \} */
2019-09-06 16:12:47 +10:00
/* -------------------------------------------------------------------- */
/** \name ColorPicker Template
* \{ */
#define WHEEL_SIZE (5 * U.widget_unit)
/* This template now follows User Preference for type - name is not correct anymore... */
void uiTemplateColorPicker(uiLayout *layout,
PointerRNA *ptr,
const char *propname,
bool value_slider,
bool lock,
bool lock_luminosity,
bool cubic)
{
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
uiBlock *block = uiLayoutGetBlock(layout);
uiLayout *col, *row;
uiBut *but = NULL;
ColorPicker *cpicker = ui_block_colorpicker_create(block);
float softmin, softmax, step, precision;
if (!prop) {
RNA_warning("property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
RNA_property_float_ui_range(ptr, prop, &softmin, &softmax, &step, &precision);
col = uiLayoutColumn(layout, true);
row = uiLayoutRow(col, true);
switch (U.color_picker_type) {
case USER_CP_SQUARE_SV:
but = uiDefButR_prop(block,
UI_BTYPE_HSVCUBE,
0,
"",
0,
0,
WHEEL_SIZE,
WHEEL_SIZE,
ptr,
prop,
-1,
0.0,
0.0,
UI_GRAD_SV,
0,
"");
break;
case USER_CP_SQUARE_HS:
but = uiDefButR_prop(block,
UI_BTYPE_HSVCUBE,
0,
"",
0,
0,
WHEEL_SIZE,
WHEEL_SIZE,
ptr,
prop,
-1,
0.0,
0.0,
UI_GRAD_HS,
0,
"");
break;
case USER_CP_SQUARE_HV:
but = uiDefButR_prop(block,
UI_BTYPE_HSVCUBE,
0,
"",
0,
0,
WHEEL_SIZE,
WHEEL_SIZE,
ptr,
prop,
-1,
0.0,
0.0,
UI_GRAD_HV,
0,
"");
break;
/* user default */
case USER_CP_CIRCLE_HSV:
case USER_CP_CIRCLE_HSL:
default:
but = uiDefButR_prop(block,
UI_BTYPE_HSVCIRCLE,
0,
"",
0,
0,
WHEEL_SIZE,
WHEEL_SIZE,
ptr,
prop,
-1,
0.0,
0.0,
0,
0,
"");
break;
}
but->custom_data = cpicker;
cpicker->use_color_lock = lock;
cpicker->use_color_cubic = cubic;
cpicker->use_luminosity_lock = lock_luminosity;
if (lock_luminosity) {
float color[4]; /* in case of alpha */
RNA_property_float_get_array(ptr, prop, color);
but->a2 = len_v3(color);
cpicker->luminosity_lock_value = len_v3(color);
}
if (value_slider) {
switch (U.color_picker_type) {
case USER_CP_CIRCLE_HSL:
uiItemS(row);
but = uiDefButR_prop(block,
UI_BTYPE_HSVCUBE,
0,
"",
WHEEL_SIZE + 6,
0,
14 * UI_DPI_FAC,
WHEEL_SIZE,
ptr,
prop,
-1,
softmin,
softmax,
UI_GRAD_L_ALT,
0,
"");
break;
case USER_CP_SQUARE_SV:
uiItemS(col);
but = uiDefButR_prop(block,
UI_BTYPE_HSVCUBE,
0,
"",
0,
4,
WHEEL_SIZE,
18 * UI_DPI_FAC,
ptr,
prop,
-1,
softmin,
softmax,
UI_GRAD_SV + 3,
0,
"");
break;
case USER_CP_SQUARE_HS:
uiItemS(col);
but = uiDefButR_prop(block,
UI_BTYPE_HSVCUBE,
0,
"",
0,
4,
WHEEL_SIZE,
18 * UI_DPI_FAC,
ptr,
prop,
-1,
softmin,
softmax,
UI_GRAD_HS + 3,
0,
"");
break;
case USER_CP_SQUARE_HV:
uiItemS(col);
but = uiDefButR_prop(block,
UI_BTYPE_HSVCUBE,
0,
"",
0,
4,
WHEEL_SIZE,
18 * UI_DPI_FAC,
ptr,
prop,
-1,
softmin,
softmax,
UI_GRAD_HV + 3,
0,
"");
break;
/* user default */
case USER_CP_CIRCLE_HSV:
default:
uiItemS(row);
but = uiDefButR_prop(block,
UI_BTYPE_HSVCUBE,
0,
"",
WHEEL_SIZE + 6,
0,
14 * UI_DPI_FAC,
WHEEL_SIZE,
ptr,
prop,
-1,
softmin,
softmax,
UI_GRAD_V_ALT,
0,
"");
break;
}
but->custom_data = cpicker;
}
}
static void ui_template_palette_menu(bContext *UNUSED(C), uiLayout *layout, void *UNUSED(but_p))
{
uiLayout *row;
uiItemL(layout, IFACE_("Sort by:"), ICON_NONE);
row = uiLayoutRow(layout, false);
uiItemEnumO_value(row, IFACE_("Hue"), ICON_NONE, "PALETTE_OT_sort", "type", 1);
row = uiLayoutRow(layout, false);
uiItemEnumO_value(row, IFACE_("Saturation"), ICON_NONE, "PALETTE_OT_sort", "type", 2);
row = uiLayoutRow(layout, false);
uiItemEnumO_value(row, IFACE_("Value"), ICON_NONE, "PALETTE_OT_sort", "type", 3);
row = uiLayoutRow(layout, false);
uiItemEnumO_value(row, IFACE_("Luminance"), ICON_NONE, "PALETTE_OT_sort", "type", 4);
}
void uiTemplatePalette(uiLayout *layout,
PointerRNA *ptr,
const char *propname,
bool UNUSED(colors))
{
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
PointerRNA cptr;
Palette *palette;
PaletteColor *color;
uiBlock *block;
uiLayout *col;
uiBut *but = NULL;
int row_cols = 0, col_id = 0;
int cols_per_row = MAX2(uiLayoutGetWidth(layout) / UI_UNIT_X, 1);
if (!prop) {
RNA_warning("property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
cptr = RNA_property_pointer_get(ptr, prop);
if (!cptr.data || !RNA_struct_is_a(cptr.type, &RNA_Palette)) {
return;
}
block = uiLayoutGetBlock(layout);
palette = cptr.data;
color = palette->colors.first;
col = uiLayoutColumn(layout, true);
uiLayoutRow(col, true);
uiDefIconButO(block,
UI_BTYPE_BUT,
"PALETTE_OT_color_add",
WM_OP_INVOKE_DEFAULT,
ICON_ADD,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL);
uiDefIconButO(block,
UI_BTYPE_BUT,
"PALETTE_OT_color_delete",
WM_OP_INVOKE_DEFAULT,
ICON_REMOVE,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL);
if (color) {
but = uiDefIconButO(block,
UI_BTYPE_BUT,
"PALETTE_OT_color_move",
WM_OP_INVOKE_DEFAULT,
ICON_TRIA_UP,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL);
UI_but_operator_ptr_get(but);
RNA_enum_set(but->opptr, "type", -1);
but = uiDefIconButO(block,
UI_BTYPE_BUT,
"PALETTE_OT_color_move",
WM_OP_INVOKE_DEFAULT,
ICON_TRIA_DOWN,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL);
UI_but_operator_ptr_get(but);
RNA_enum_set(but->opptr, "type", 1);
/* Menu. */
uiDefIconMenuBut(
block, ui_template_palette_menu, NULL, ICON_SORTSIZE, 0, 0, UI_UNIT_X, UI_UNIT_Y, "");
}
col = uiLayoutColumn(layout, true);
uiLayoutRow(col, true);
for (; color; color = color->next) {
PointerRNA color_ptr;
if (row_cols >= cols_per_row) {
uiLayoutRow(col, true);
row_cols = 0;
}
RNA_pointer_create(&palette->id, &RNA_PaletteColor, color, &color_ptr);
uiDefButR(block,
UI_BTYPE_COLOR,
0,
"",
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
&color_ptr,
"color",
-1,
0.0,
1.0,
UI_PALETTE_COLOR,
col_id,
"");
row_cols++;
col_id++;
}
}
void uiTemplateCryptoPicker(uiLayout *layout, PointerRNA *ptr, const char *propname)
{
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
uiBlock *block;
uiBut *but;
if (!prop) {
RNA_warning("property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
block = uiLayoutGetBlock(layout);
but = uiDefIconTextButO(block,
UI_BTYPE_BUT,
"UI_OT_eyedropper_color",
WM_OP_INVOKE_DEFAULT,
ICON_EYEDROPPER,
RNA_property_ui_name(prop),
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
RNA_property_ui_description(prop));
but->rnapoin = *ptr;
but->rnaprop = prop;
but->rnaindex = -1;
PointerRNA *opptr = UI_but_operator_ptr_get(but);
/* Important for crypto-matte operation. */
RNA_boolean_set(opptr, "use_accumulate", false);
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Layer Buttons Template
* \{ */
static void handle_layer_buttons(bContext *C, void *arg1, void *arg2)
{
uiBut *but = arg1;
int cur = POINTER_AS_INT(arg2);
wmWindow *win = CTX_wm_window(C);
int i, tot, shift = win->eventstate->shift;
if (!shift) {
tot = RNA_property_array_length(&but->rnapoin, but->rnaprop);
/* Normally clicking only selects one layer */
RNA_property_boolean_set_index(&but->rnapoin, but->rnaprop, cur, true);
for (i = 0; i < tot; i++) {
if (i != cur) {
RNA_property_boolean_set_index(&but->rnapoin, but->rnaprop, i, false);
}
}
}
/* view3d layer change should update depsgraph (invisible object changed maybe) */
/* see view3d_header.c */
}
2015-05-31 14:20:03 +10:00
/**
* \todo for now, grouping of layers is determined by dividing up the length of
* the array of layer bitflags
*/
void uiTemplateLayers(uiLayout *layout,
PointerRNA *ptr,
const char *propname,
PointerRNA *used_ptr,
const char *used_propname,
int active_layer)
{
uiLayout *uRow, *uCol;
PropertyRNA *prop, *used_prop = NULL;
int groups, cols, layers;
int group, col, layer, row;
int cols_per_group = 5;
prop = RNA_struct_find_property(ptr, propname);
if (!prop) {
RNA_warning("layers property not found: %s.%s", RNA_struct_identifier(ptr->type), propname);
return;
}
/* the number of layers determines the way we group them
* - we want 2 rows only (for now)
2019-04-17 08:44:38 +02:00
* - The number of columns (cols) is the total number of buttons per row the 'remainder'
* is added to this, as it will be ok to have first row slightly wider if need be.
* - For now, only split into groups if group will have at least 5 items.
*/
layers = RNA_property_array_length(ptr, prop);
cols = (layers / 2) + (layers % 2);
groups = ((cols / 2) < cols_per_group) ? (1) : (cols / cols_per_group);
if (used_ptr && used_propname) {
used_prop = RNA_struct_find_property(used_ptr, used_propname);
if (!used_prop) {
RNA_warning("used layers property not found: %s.%s",
RNA_struct_identifier(ptr->type),
used_propname);
return;
}
if (RNA_property_array_length(used_ptr, used_prop) < layers) {
used_prop = NULL;
}
}
/* layers are laid out going across rows, with the columns being divided into groups */
for (group = 0; group < groups; group++) {
uCol = uiLayoutColumn(layout, true);
for (row = 0; row < 2; row++) {
uiBlock *block;
uiBut *but;
uRow = uiLayoutRow(uCol, true);
block = uiLayoutGetBlock(uRow);
layer = groups * cols_per_group * row + cols_per_group * group;
/* add layers as toggle buts */
for (col = 0; (col < cols_per_group) && (layer < layers); col++, layer++) {
int icon = 0;
int butlay = 1 << layer;
if (active_layer & butlay) {
icon = ICON_LAYER_ACTIVE;
}
else if (used_prop && RNA_property_boolean_get_index(used_ptr, used_prop, layer)) {
icon = ICON_LAYER_USED;
}
but = uiDefAutoButR(block, ptr, prop, layer, "", icon, 0, 0, UI_UNIT_X / 2, UI_UNIT_Y / 2);
UI_but_func_set(but, handle_layer_buttons, but, POINTER_FROM_INT(layer));
but->type = UI_BTYPE_TOGGLE;
}
}
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name List Template
* \{ */
static void uilist_draw_item_default(struct uiList *ui_list,
struct bContext *UNUSED(C),
struct uiLayout *layout,
struct PointerRNA *UNUSED(dataptr),
struct PointerRNA *itemptr,
int icon,
struct PointerRNA *UNUSED(active_dataptr),
const char *UNUSED(active_propname),
int UNUSED(index),
int UNUSED(flt_flag))
{
PropertyRNA *nameprop = RNA_struct_name_property(itemptr->type);
/* Simplest one! */
switch (ui_list->layout_type) {
case UILST_LAYOUT_GRID:
uiItemL(layout, "", icon);
break;
case UILST_LAYOUT_DEFAULT:
case UILST_LAYOUT_COMPACT:
default:
if (nameprop) {
uiItemFullR(layout, itemptr, nameprop, RNA_NO_INDEX, 0, UI_ITEM_R_NO_BG, "", icon);
}
else {
uiItemL(layout, "", icon);
}
break;
}
}
static void uilist_draw_filter_default(struct uiList *ui_list,
struct bContext *UNUSED(C),
struct uiLayout *layout)
{
PointerRNA listptr;
uiLayout *row, *subrow;
RNA_pointer_create(NULL, &RNA_UIList, ui_list, &listptr);
row = uiLayoutRow(layout, false);
subrow = uiLayoutRow(row, true);
uiItemR(subrow, &listptr, "filter_name", 0, "", ICON_NONE);
uiItemR(subrow,
&listptr,
"use_filter_invert",
UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY,
"",
(ui_list->filter_flag & UILST_FLT_EXCLUDE) ? ICON_ZOOM_OUT : ICON_ZOOM_IN);
if ((ui_list->filter_sort_flag & UILST_FLT_SORT_LOCK) == 0) {
subrow = uiLayoutRow(row, true);
uiItemR(subrow,
&listptr,
"use_filter_sort_alpha",
UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY,
"",
ICON_NONE);
uiItemR(subrow,
&listptr,
"use_filter_sort_reverse",
UI_ITEM_R_TOGGLE | UI_ITEM_R_ICON_ONLY,
"",
(ui_list->filter_sort_flag & UILST_FLT_SORT_REVERSE) ? ICON_SORT_DESC : ICON_SORT_ASC);
}
}
typedef struct {
char name[MAX_IDPROP_NAME];
int org_idx;
} StringCmp;
static int cmpstringp(const void *p1, const void *p2)
{
/* Case-insensitive comparison. */
return BLI_strcasecmp(((StringCmp *)p1)->name, ((StringCmp *)p2)->name);
}
static void uilist_filter_items_default(struct uiList *ui_list,
struct bContext *UNUSED(C),
struct PointerRNA *dataptr,
const char *propname)
{
uiListDyn *dyn_data = ui_list->dyn_data;
PropertyRNA *prop = RNA_struct_find_property(dataptr, propname);
const char *filter_raw = ui_list->filter_byname;
char *filter = (char *)filter_raw, filter_buff[32], *filter_dyn = NULL;
const bool filter_exclude = (ui_list->filter_flag & UILST_FLT_EXCLUDE) != 0;
const bool order_by_name = (ui_list->filter_sort_flag & UILST_FLT_SORT_MASK) ==
UILST_FLT_SORT_ALPHA;
int len = RNA_property_collection_length(dataptr, prop);
dyn_data->items_shown = dyn_data->items_len = len;
if (len && (order_by_name || filter_raw[0])) {
StringCmp *names = NULL;
int order_idx = 0, i = 0;
if (order_by_name) {
names = MEM_callocN(sizeof(StringCmp) * len, "StringCmp");
}
if (filter_raw[0]) {
size_t slen = strlen(filter_raw);
dyn_data->items_filter_flags = MEM_callocN(sizeof(int) * len, "items_filter_flags");
dyn_data->items_shown = 0;
/* Implicitly add heading/trailing wildcards if needed. */
if (slen + 3 <= sizeof(filter_buff)) {
filter = filter_buff;
}
else {
filter = filter_dyn = MEM_mallocN((slen + 3) * sizeof(char), "filter_dyn");
}
BLI_strncpy_ensure_pad(filter, filter_raw, '*', slen + 3);
}
RNA_PROP_BEGIN (dataptr, itemptr, prop) {
char *namebuf;
const char *name;
bool do_order = false;
namebuf = RNA_struct_name_get_alloc(&itemptr, NULL, 0, NULL);
name = namebuf ? namebuf : "";
if (filter[0]) {
/* Case-insensitive! */
if (fnmatch(filter, name, FNM_CASEFOLD) == 0) {
dyn_data->items_filter_flags[i] = UILST_FLT_ITEM;
if (!filter_exclude) {
dyn_data->items_shown++;
do_order = order_by_name;
}
// printf("%s: '%s' matches '%s'\n", __func__, name, filter);
}
else if (filter_exclude) {
dyn_data->items_shown++;
do_order = order_by_name;
}
}
else {
do_order = order_by_name;
}
if (do_order) {
names[order_idx].org_idx = order_idx;
BLI_strncpy(names[order_idx++].name, name, MAX_IDPROP_NAME);
}
/* free name */
if (namebuf) {
MEM_freeN(namebuf);
}
i++;
}
RNA_PROP_END;
if (order_by_name) {
int new_idx;
/* note: order_idx equals either to ui_list->items_len if no filtering done,
* or to ui_list->items_shown if filter is enabled,
* or to (ui_list->items_len - ui_list->items_shown) if filtered items are excluded.
* This way, we only sort items we actually intend to draw!
*/
qsort(names, order_idx, sizeof(StringCmp), cmpstringp);
dyn_data->items_filter_neworder = MEM_mallocN(sizeof(int) * order_idx,
"items_filter_neworder");
for (new_idx = 0; new_idx < order_idx; new_idx++) {
dyn_data->items_filter_neworder[names[new_idx].org_idx] = new_idx;
}
}
if (filter_dyn) {
MEM_freeN(filter_dyn);
}
if (names) {
MEM_freeN(names);
}
}
}
typedef struct {
PointerRNA item;
int org_idx;
int flt_flag;
} _uilist_item;
typedef struct {
int visual_items; /* Visual number of items (i.e. number of items we have room to display). */
int start_idx; /* Index of first item to display. */
int end_idx; /* Index of last item to display + 1. */
} uiListLayoutdata;
static void uilist_prepare(uiList *ui_list,
int len,
int activei,
int rows,
int maxrows,
int columns,
uiListLayoutdata *layoutdata)
{
uiListDyn *dyn_data = ui_list->dyn_data;
int activei_row, max_scroll;
const bool use_auto_size = (ui_list->list_grip < (rows - UI_LIST_AUTO_SIZE_THRESHOLD));
/* default rows */
if (rows <= 0) {
rows = 5;
}
dyn_data->visual_height_min = rows;
if (maxrows < rows) {
maxrows = max_ii(rows, 5);
}
if (columns <= 0) {
columns = 9;
}
if (columns > 1) {
dyn_data->height = (int)ceil((double)len / (double)columns);
activei_row = (int)floor((double)activei / (double)columns);
}
else {
dyn_data->height = len;
activei_row = activei;
}
if (!use_auto_size) {
/* No auto-size, yet we clamp at min size! */
maxrows = rows = max_ii(ui_list->list_grip, rows);
}
else if ((rows != maxrows) && (dyn_data->height > rows)) {
/* Expand size if needed and possible. */
rows = min_ii(dyn_data->height, maxrows);
}
/* If list length changes or list is tagged to check this,
* and active is out of view, scroll to it .*/
if (ui_list->list_last_len != len || ui_list->flag & UILST_SCROLL_TO_ACTIVE_ITEM) {
if (activei_row < ui_list->list_scroll) {
ui_list->list_scroll = activei_row;
}
else if (activei_row >= ui_list->list_scroll + rows) {
ui_list->list_scroll = activei_row - rows + 1;
}
ui_list->flag &= ~UILST_SCROLL_TO_ACTIVE_ITEM;
}
max_scroll = max_ii(0, dyn_data->height - rows);
CLAMP(ui_list->list_scroll, 0, max_scroll);
ui_list->list_last_len = len;
dyn_data->visual_height = rows;
layoutdata->visual_items = rows * columns;
layoutdata->start_idx = ui_list->list_scroll * columns;
layoutdata->end_idx = min_ii(layoutdata->start_idx + rows * columns, len);
}
static void uilist_resize_update_cb(bContext *C, void *arg1, void *UNUSED(arg2))
{
uiList *ui_list = arg1;
uiListDyn *dyn_data = ui_list->dyn_data;
/* This way we get diff in number of additional items to show (positive) or hide (negative). */
const int diff = round_fl_to_int((float)(dyn_data->resize - dyn_data->resize_prev) /
(float)UI_UNIT_Y);
if (diff != 0) {
ui_list->list_grip += diff;
dyn_data->resize_prev += diff * UI_UNIT_Y;
ui_list->flag |= UILST_SCROLL_TO_ACTIVE_ITEM;
}
/* In case uilist is in popup, we need special refreshing */
ED_region_tag_refresh_ui(CTX_wm_menu(C));
}
static void *uilist_item_use_dynamic_tooltip(PointerRNA *itemptr, const char *propname)
{
if (propname && propname[0] && itemptr && itemptr->data) {
PropertyRNA *prop = RNA_struct_find_property(itemptr, propname);
if (prop && (RNA_property_type(prop) == PROP_STRING)) {
return RNA_property_string_get_alloc(itemptr, prop, NULL, 0, NULL);
}
}
return NULL;
}
static char *uilist_item_tooltip_func(bContext *UNUSED(C), void *argN, const char *tip)
{
char *dyn_tooltip = argN;
return BLI_sprintfN("%s - %s", tip, dyn_tooltip);
}
void uiTemplateList(uiLayout *layout,
bContext *C,
const char *listtype_name,
const char *list_id,
PointerRNA *dataptr,
const char *propname,
PointerRNA *active_dataptr,
const char *active_propname,
const char *item_dyntip_propname,
int rows,
int maxrows,
int layout_type,
int columns,
bool sort_reverse,
bool sort_lock)
{
uiListType *ui_list_type;
uiList *ui_list = NULL;
uiListDyn *dyn_data;
ARegion *region;
uiListDrawItemFunc draw_item;
uiListDrawFilterFunc draw_filter;
uiListFilterItemsFunc filter_items;
PropertyRNA *prop = NULL, *activeprop;
PropertyType type, activetype;
_uilist_item *items_ptr = NULL;
StructRNA *ptype;
uiLayout *glob = NULL, *box, *row, *col, *subrow, *sub, *overlap;
uiBlock *block, *subblock;
uiBut *but;
uiListLayoutdata layoutdata;
char ui_list_id[UI_MAX_NAME_STR];
char numstr[32];
int rnaicon = ICON_NONE, icon = ICON_NONE;
int i = 0, activei = 0;
int len = 0;
/* validate arguments */
/* Forbid default UI_UL_DEFAULT_CLASS_NAME list class without a custom list_id! */
if (STREQ(UI_UL_DEFAULT_CLASS_NAME, listtype_name) && !(list_id && list_id[0])) {
RNA_warning("template_list using default '%s' UIList class must provide a custom list_id",
UI_UL_DEFAULT_CLASS_NAME);
return;
}
block = uiLayoutGetBlock(layout);
if (!active_dataptr->data) {
RNA_warning("No active data");
return;
}
if (dataptr->data) {
prop = RNA_struct_find_property(dataptr, propname);
if (!prop) {
RNA_warning("Property not found: %s.%s", RNA_struct_identifier(dataptr->type), propname);
return;
}
}
activeprop = RNA_struct_find_property(active_dataptr, active_propname);
if (!activeprop) {
RNA_warning(
"Property not found: %s.%s", RNA_struct_identifier(active_dataptr->type), active_propname);
return;
}
if (prop) {
type = RNA_property_type(prop);
if (type != PROP_COLLECTION) {
RNA_warning("Expected a collection data property");
return;
}
}
activetype = RNA_property_type(activeprop);
if (activetype != PROP_INT) {
RNA_warning("Expected an integer active data property");
return;
}
/* get icon */
if (dataptr->data && prop) {
ptype = RNA_property_pointer_type(dataptr, prop);
rnaicon = RNA_struct_ui_icon(ptype);
}
/* get active data */
activei = RNA_property_int_get(active_dataptr, activeprop);
/* Find the uiList type. */
ui_list_type = WM_uilisttype_find(listtype_name, false);
if (ui_list_type == NULL) {
RNA_warning("List type %s not found", listtype_name);
return;
}
draw_item = ui_list_type->draw_item ? ui_list_type->draw_item : uilist_draw_item_default;
draw_filter = ui_list_type->draw_filter ? ui_list_type->draw_filter : uilist_draw_filter_default;
filter_items = ui_list_type->filter_items ? ui_list_type->filter_items :
uilist_filter_items_default;
/* Find or add the uiList to the current Region. */
/* We tag the list id with the list type... */
BLI_snprintf(
ui_list_id, sizeof(ui_list_id), "%s_%s", ui_list_type->idname, list_id ? list_id : "");
/* Allows to work in popups. */
region = CTX_wm_menu(C);
if (region == NULL) {
region = CTX_wm_region(C);
}
ui_list = BLI_findstring(&region->ui_lists, ui_list_id, offsetof(uiList, list_id));
if (!ui_list) {
ui_list = MEM_callocN(sizeof(uiList), "uiList");
BLI_strncpy(ui_list->list_id, ui_list_id, sizeof(ui_list->list_id));
BLI_addtail(&region->ui_lists, ui_list);
ui_list->list_grip = -UI_LIST_AUTO_SIZE_THRESHOLD; /* Force auto size by default. */
if (sort_reverse) {
ui_list->filter_sort_flag |= UILST_FLT_SORT_REVERSE;
}
if (sort_lock) {
ui_list->filter_sort_flag |= UILST_FLT_SORT_LOCK;
}
}
if (!ui_list->dyn_data) {
ui_list->dyn_data = MEM_callocN(sizeof(uiListDyn), "uiList.dyn_data");
}
dyn_data = ui_list->dyn_data;
/* Because we can't actually pass type across save&load... */
ui_list->type = ui_list_type;
ui_list->layout_type = layout_type;
/* Reset filtering data. */
MEM_SAFE_FREE(dyn_data->items_filter_flags);
MEM_SAFE_FREE(dyn_data->items_filter_neworder);
dyn_data->items_len = dyn_data->items_shown = -1;
/* When active item changed since last draw, scroll to it. */
if (activei != ui_list->list_last_activei) {
ui_list->flag |= UILST_SCROLL_TO_ACTIVE_ITEM;
ui_list->list_last_activei = activei;
}
/* Filter list items! (not for compact layout, though) */
if (dataptr->data && prop) {
const int filter_exclude = ui_list->filter_flag & UILST_FLT_EXCLUDE;
const bool order_reverse = (ui_list->filter_sort_flag & UILST_FLT_SORT_REVERSE) != 0;
int items_shown, idx = 0;
#if 0
int prev_ii = -1, prev_i;
#endif
if (layout_type == UILST_LAYOUT_COMPACT) {
dyn_data->items_len = dyn_data->items_shown = RNA_property_collection_length(dataptr, prop);
}
else {
// printf("%s: filtering...\n", __func__);
filter_items(ui_list, C, dataptr, propname);
// printf("%s: filtering done.\n", __func__);
}
items_shown = dyn_data->items_shown;
if (items_shown >= 0) {
bool activei_mapping_pending = true;
items_ptr = MEM_mallocN(sizeof(_uilist_item) * items_shown, __func__);
// printf("%s: items shown: %d.\n", __func__, items_shown);
RNA_PROP_BEGIN (dataptr, itemptr, prop) {
if (!dyn_data->items_filter_flags ||
((dyn_data->items_filter_flags[i] & UILST_FLT_ITEM) ^ filter_exclude)) {
int ii;
if (dyn_data->items_filter_neworder) {
ii = dyn_data->items_filter_neworder[idx++];
ii = order_reverse ? items_shown - ii - 1 : ii;
}
else {
ii = order_reverse ? items_shown - ++idx : idx++;
}
// printf("%s: ii: %d\n", __func__, ii);
items_ptr[ii].item = itemptr;
items_ptr[ii].org_idx = i;
items_ptr[ii].flt_flag = dyn_data->items_filter_flags ? dyn_data->items_filter_flags[i] :
0;
if (activei_mapping_pending && activei == i) {
activei = ii;
/* So that we do not map again activei! */
activei_mapping_pending = false;
}
#if 0 /* For now, do not alter active element, even if it will be hidden... */
else if (activei < i) {
/* We do not want an active but invisible item!
* Only exception is when all items are filtered out...
*/
if (prev_ii >= 0) {
activei = prev_ii;
RNA_property_int_set(active_dataptr, activeprop, prev_i);
}
else {
activei = ii;
RNA_property_int_set(active_dataptr, activeprop, i);
}
}
prev_i = i;
prev_ii = ii;
#endif
}
i++;
}
RNA_PROP_END;
if (activei_mapping_pending) {
/* No active item found, set to 'invalid' -1 value... */
activei = -1;
}
}
if (dyn_data->items_shown >= 0) {
len = dyn_data->items_shown;
}
else {
len = dyn_data->items_len;
}
}
switch (layout_type) {
case UILST_LAYOUT_DEFAULT:
/* layout */
box = uiLayoutListBox(layout, ui_list, dataptr, prop, active_dataptr, activeprop);
glob = uiLayoutColumn(box, true);
row = uiLayoutRow(glob, false);
col = uiLayoutColumn(row, true);
/* init numbers */
uilist_prepare(ui_list, len, activei, rows, maxrows, 1, &layoutdata);
if (dataptr->data && prop) {
/* create list items */
for (i = layoutdata.start_idx; i < layoutdata.end_idx; i++) {
PointerRNA *itemptr = &items_ptr[i].item;
void *dyntip_data;
int org_i = items_ptr[i].org_idx;
int flt_flag = items_ptr[i].flt_flag;
subblock = uiLayoutGetBlock(col);
overlap = uiLayoutOverlap(col);
UI_block_flag_enable(subblock, UI_BLOCK_LIST_ITEM);
/* list item behind label & other buttons */
sub = uiLayoutRow(overlap, false);
but = uiDefButR_prop(subblock,
UI_BTYPE_LISTROW,
0,
"",
0,
0,
UI_UNIT_X * 10,
UI_UNIT_Y,
active_dataptr,
activeprop,
0,
0,
org_i,
0,
0,
TIP_("Double click to rename"));
if ((dyntip_data = uilist_item_use_dynamic_tooltip(itemptr, item_dyntip_propname))) {
UI_but_func_tooltip_set(but, uilist_item_tooltip_func, dyntip_data);
}
sub = uiLayoutRow(overlap, false);
icon = UI_rnaptr_icon_get(C, itemptr, rnaicon, false);
if (icon == ICON_DOT) {
icon = ICON_NONE;
}
draw_item(ui_list,
C,
sub,
dataptr,
itemptr,
icon,
active_dataptr,
active_propname,
org_i,
flt_flag);
/* If we are "drawing" active item, set all labels as active. */
if (i == activei) {
ui_layout_list_set_labels_active(sub);
}
UI_block_flag_disable(subblock, UI_BLOCK_LIST_ITEM);
}
}
/* add dummy buttons to fill space */
for (; i < layoutdata.start_idx + layoutdata.visual_items; i++) {
uiItemL(col, "", ICON_NONE);
}
/* add scrollbar */
if (len > layoutdata.visual_items) {
col = uiLayoutColumn(row, false);
uiDefButI(block,
UI_BTYPE_SCROLL,
0,
"",
0,
0,
V2D_SCROLL_WIDTH,
UI_UNIT_Y * dyn_data->visual_height,
&ui_list->list_scroll,
0,
dyn_data->height - dyn_data->visual_height,
dyn_data->visual_height,
0,
"");
}
break;
case UILST_LAYOUT_COMPACT:
row = uiLayoutRow(layout, true);
if ((dataptr->data && prop) && (dyn_data->items_shown > 0) && (activei >= 0) &&
(activei < dyn_data->items_shown)) {
PointerRNA *itemptr = &items_ptr[activei].item;
int org_i = items_ptr[activei].org_idx;
icon = UI_rnaptr_icon_get(C, itemptr, rnaicon, false);
if (icon == ICON_DOT) {
icon = ICON_NONE;
}
draw_item(
ui_list, C, row, dataptr, itemptr, icon, active_dataptr, active_propname, org_i, 0);
}
/* if list is empty, add in dummy button */
else {
uiItemL(row, "", ICON_NONE);
}
/* next/prev button */
BLI_snprintf(numstr, sizeof(numstr), "%d :", dyn_data->items_shown);
but = uiDefIconTextButR_prop(block,
UI_BTYPE_NUM,
0,
0,
numstr,
0,
0,
UI_UNIT_X * 5,
UI_UNIT_Y,
active_dataptr,
activeprop,
0,
0,
0,
0,
0,
"");
if (dyn_data->items_shown == 0) {
UI_but_flag_enable(but, UI_BUT_DISABLED);
}
break;
case UILST_LAYOUT_GRID:
box = uiLayoutListBox(layout, ui_list, dataptr, prop, active_dataptr, activeprop);
glob = uiLayoutColumn(box, true);
row = uiLayoutRow(glob, false);
col = uiLayoutColumn(row, true);
subrow = NULL; /* Quite gcc warning! */
uilist_prepare(ui_list, len, activei, rows, maxrows, columns, &layoutdata);
if (dataptr->data && prop) {
/* create list items */
for (i = layoutdata.start_idx; i < layoutdata.end_idx; i++) {
PointerRNA *itemptr = &items_ptr[i].item;
int org_i = items_ptr[i].org_idx;
int flt_flag = items_ptr[i].flt_flag;
/* create button */
if (!(i % columns)) {
subrow = uiLayoutRow(col, false);
}
subblock = uiLayoutGetBlock(subrow);
overlap = uiLayoutOverlap(subrow);
UI_block_flag_enable(subblock, UI_BLOCK_LIST_ITEM);
/* list item behind label & other buttons */
sub = uiLayoutRow(overlap, false);
but = uiDefButR_prop(subblock,
UI_BTYPE_LISTROW,
0,
"",
0,
0,
UI_UNIT_X * 10,
UI_UNIT_Y,
active_dataptr,
activeprop,
0,
0,
org_i,
0,
0,
NULL);
UI_but_drawflag_enable(but, UI_BUT_NO_TOOLTIP);
sub = uiLayoutRow(overlap, false);
icon = UI_rnaptr_icon_get(C, itemptr, rnaicon, false);
draw_item(ui_list,
C,
sub,
dataptr,
itemptr,
icon,
active_dataptr,
active_propname,
org_i,
flt_flag);
/* If we are "drawing" active item, set all labels as active. */
if (i == activei) {
ui_layout_list_set_labels_active(sub);
}
UI_block_flag_disable(subblock, UI_BLOCK_LIST_ITEM);
}
}
/* add dummy buttons to fill space */
for (; i < layoutdata.start_idx + layoutdata.visual_items; i++) {
if (!(i % columns)) {
subrow = uiLayoutRow(col, false);
}
uiItemL(subrow, "", ICON_NONE);
}
/* add scrollbar */
if (len > layoutdata.visual_items) {
/* col = */ uiLayoutColumn(row, false);
uiDefButI(block,
UI_BTYPE_SCROLL,
0,
"",
0,
0,
V2D_SCROLL_WIDTH,
UI_UNIT_Y * dyn_data->visual_height,
&ui_list->list_scroll,
0,
dyn_data->height - dyn_data->visual_height,
dyn_data->visual_height,
0,
"");
}
break;
}
if (glob) {
/* About UI_BTYPE_GRIP drag-resize:
2019-04-17 08:44:38 +02:00
* We can't directly use results from a grip button, since we have a
* rather complex behavior here (sizing by discrete steps and, overall, autosize feature).
* Since we *never* know whether we are grip-resizing or not
* (because there is no callback for when a button enters/leaves its "edit mode"),
* we use the fact that grip-controlled value (dyn_data->resize) is completely handled
* by the grip during the grab resize, so settings its value here has no effect at all.
*
* It is only meaningful when we are not resizing,
* in which case this gives us the correct "init drag" value.
* Note we cannot affect dyn_data->resize_prev here,
* since this value is not controlled by the grip!
*/
dyn_data->resize = dyn_data->resize_prev +
(dyn_data->visual_height - ui_list->list_grip) * UI_UNIT_Y;
row = uiLayoutRow(glob, true);
subblock = uiLayoutGetBlock(row);
UI_block_emboss_set(subblock, UI_EMBOSS_NONE);
if (ui_list->filter_flag & UILST_FLT_SHOW) {
but = uiDefIconButBitI(subblock,
UI_BTYPE_TOGGLE,
UILST_FLT_SHOW,
0,
ICON_DISCLOSURE_TRI_DOWN,
0,
0,
UI_UNIT_X,
UI_UNIT_Y * 0.5f,
&(ui_list->filter_flag),
0,
0,
0,
0,
TIP_("Hide filtering options"));
UI_but_flag_disable(but, UI_BUT_UNDO); /* skip undo on screen buttons */
but = uiDefIconButI(subblock,
UI_BTYPE_GRIP,
0,
ICON_GRIP,
0,
0,
UI_UNIT_X * 10.0f,
UI_UNIT_Y * 0.5f,
&dyn_data->resize,
0.0,
0.0,
0,
0,
"");
UI_but_func_set(but, uilist_resize_update_cb, ui_list, NULL);
UI_block_emboss_set(subblock, UI_EMBOSS);
col = uiLayoutColumn(glob, false);
subblock = uiLayoutGetBlock(col);
uiDefBut(subblock,
UI_BTYPE_SEPR,
0,
"",
0,
0,
UI_UNIT_X,
UI_UNIT_Y * 0.05f,
NULL,
0.0,
0.0,
0,
0,
"");
draw_filter(ui_list, C, col);
}
else {
but = uiDefIconButBitI(subblock,
UI_BTYPE_TOGGLE,
UILST_FLT_SHOW,
0,
ICON_DISCLOSURE_TRI_RIGHT,
0,
0,
UI_UNIT_X,
UI_UNIT_Y * 0.5f,
&(ui_list->filter_flag),
0,
0,
0,
0,
TIP_("Show filtering options"));
UI_but_flag_disable(but, UI_BUT_UNDO); /* skip undo on screen buttons */
but = uiDefIconButI(subblock,
UI_BTYPE_GRIP,
0,
ICON_GRIP,
0,
0,
UI_UNIT_X * 10.0f,
UI_UNIT_Y * 0.5f,
&dyn_data->resize,
0.0,
0.0,
0,
0,
"");
UI_but_func_set(but, uilist_resize_update_cb, ui_list, NULL);
UI_block_emboss_set(subblock, UI_EMBOSS);
}
}
if (items_ptr) {
MEM_freeN(items_ptr);
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Running Jobs Template
* \{ */
#define B_STOPRENDER 1
#define B_STOPCAST 2
#define B_STOPANIM 3
#define B_STOPCOMPO 4
#define B_STOPSEQ 5
#define B_STOPCLIP 6
#define B_STOPFILE 7
#define B_STOPOTHER 8
static void do_running_jobs(bContext *C, void *UNUSED(arg), int event)
{
switch (event) {
case B_STOPRENDER:
G.is_break = true;
break;
case B_STOPCAST:
WM_jobs_stop(CTX_wm_manager(C), CTX_wm_screen(C), NULL);
break;
case B_STOPANIM:
WM_operator_name_call(C, "SCREEN_OT_animation_play", WM_OP_INVOKE_SCREEN, NULL);
break;
case B_STOPCOMPO:
WM_jobs_stop(CTX_wm_manager(C), CTX_data_scene(C), NULL);
break;
case B_STOPSEQ:
WM_jobs_stop(CTX_wm_manager(C), CTX_data_scene(C), NULL);
break;
case B_STOPCLIP:
WM_jobs_stop(CTX_wm_manager(C), CTX_data_scene(C), NULL);
break;
case B_STOPFILE:
WM_jobs_stop(CTX_wm_manager(C), CTX_data_scene(C), NULL);
break;
case B_STOPOTHER:
G.is_break = true;
break;
}
}
struct ProgressTooltip_Store {
wmWindowManager *wm;
void *owner;
};
static char *progress_tooltip_func(bContext *UNUSED(C), void *argN, const char *UNUSED(tip))
{
struct ProgressTooltip_Store *arg = argN;
wmWindowManager *wm = arg->wm;
void *owner = arg->owner;
const float progress = WM_jobs_progress(wm, owner);
/* create tooltip text and associate it with the job */
char elapsed_str[32];
char remaining_str[32] = "Unknown";
const double elapsed = PIL_check_seconds_timer() - WM_jobs_starttime(wm, owner);
BLI_timecode_string_from_time_simple(elapsed_str, sizeof(elapsed_str), elapsed);
if (progress) {
const double remaining = (elapsed / (double)progress) - elapsed;
BLI_timecode_string_from_time_simple(remaining_str, sizeof(remaining_str), remaining);
}
return BLI_sprintfN(
"Time Remaining: %s\n"
"Time Elapsed: %s",
remaining_str,
elapsed_str);
}
void uiTemplateRunningJobs(uiLayout *layout, bContext *C)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
ScrArea *area = CTX_wm_area(C);
uiBlock *block;
void *owner = NULL;
int handle_event, icon = 0;
block = uiLayoutGetBlock(layout);
UI_block_layout_set_current(block, layout);
UI_block_func_handle_set(block, do_running_jobs, NULL);
Scene *scene;
/* another scene can be rendering too, for example via compositor */
for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_ANY)) {
handle_event = B_STOPOTHER;
icon = ICON_NONE;
owner = scene;
}
else {
continue;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_SEQ_BUILD_PROXY)) {
handle_event = B_STOPSEQ;
icon = ICON_SEQUENCE;
owner = scene;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_SEQ_BUILD_PREVIEW)) {
handle_event = B_STOPSEQ;
icon = ICON_SEQUENCE;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_CLIP_BUILD_PROXY)) {
handle_event = B_STOPCLIP;
icon = ICON_TRACKER;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_CLIP_PREFETCH)) {
handle_event = B_STOPCLIP;
icon = ICON_TRACKER;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_CLIP_TRACK_MARKERS)) {
handle_event = B_STOPCLIP;
icon = ICON_TRACKER;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_CLIP_SOLVE_CAMERA)) {
handle_event = B_STOPCLIP;
icon = ICON_TRACKER;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_FILESEL_READDIR)) {
handle_event = B_STOPFILE;
icon = ICON_FILEBROWSER;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)) {
handle_event = B_STOPRENDER;
icon = ICON_SCENE;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_COMPOSITE)) {
handle_event = B_STOPCOMPO;
icon = ICON_RENDERLAYERS;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_OBJECT_BAKE_TEXTURE) ||
WM_jobs_test(wm, scene, WM_JOB_TYPE_OBJECT_BAKE)) {
/* Skip bake jobs in compositor to avoid compo header displaying
* progress bar which is not being updated (bake jobs only need
* to update NC_IMAGE context.
*/
if (area->spacetype != SPACE_NODE) {
handle_event = B_STOPOTHER;
icon = ICON_IMAGE;
break;
}
continue;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_DPAINT_BAKE)) {
handle_event = B_STOPOTHER;
icon = ICON_MOD_DYNAMICPAINT;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_POINTCACHE)) {
handle_event = B_STOPOTHER;
icon = ICON_PHYSICS;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_OBJECT_SIM_FLUID)) {
handle_event = B_STOPOTHER;
icon = ICON_MOD_FLUIDSIM;
break;
}
if (WM_jobs_test(wm, scene, WM_JOB_TYPE_OBJECT_SIM_OCEAN)) {
handle_event = B_STOPOTHER;
icon = ICON_MOD_OCEAN;
break;
}
}
if (owner) {
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
bool active = !(G.is_break || WM_jobs_is_stopped(wm, owner));
uiLayout *row = uiLayoutRow(layout, false);
block = uiLayoutGetBlock(row);
/* get percentage done and set it as the UI text */
const float progress = WM_jobs_progress(wm, owner);
char text[8];
BLI_snprintf(text, 8, "%d%%", (int)(progress * 100));
const char *name = active ? WM_jobs_name(wm, owner) : "Canceling...";
/* job name and icon */
const int textwidth = UI_fontstyle_string_width(fstyle, name);
uiDefIconTextBut(block,
UI_BTYPE_LABEL,
0,
icon,
name,
0,
0,
textwidth + UI_UNIT_X * 1.5f,
UI_UNIT_Y,
NULL,
0.0f,
0.0f,
0.0f,
0.0f,
"");
/* stick progress bar and cancel button together */
row = uiLayoutRow(layout, true);
uiLayoutSetActive(row, active);
block = uiLayoutGetBlock(row);
{
struct ProgressTooltip_Store *tip_arg = MEM_mallocN(sizeof(*tip_arg), __func__);
tip_arg->wm = wm;
tip_arg->owner = owner;
uiBut *but_progress = uiDefIconTextBut(block,
UI_BTYPE_PROGRESS_BAR,
0,
0,
text,
UI_UNIT_X,
0,
UI_UNIT_X * 6.0f,
UI_UNIT_Y,
NULL,
0.0f,
0.0f,
progress,
0,
NULL);
UI_but_func_tooltip_set(but_progress, progress_tooltip_func, tip_arg);
}
if (!wm->is_interface_locked) {
uiDefIconTextBut(block,
UI_BTYPE_BUT,
handle_event,
ICON_PANEL_CLOSE,
"",
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL,
0.0f,
0.0f,
0,
0,
TIP_("Stop this job"));
}
}
if (ED_screen_animation_no_scrub(wm)) {
uiDefIconTextBut(block,
UI_BTYPE_BUT,
B_STOPANIM,
ICON_CANCEL,
IFACE_("Anim Player"),
0,
0,
UI_UNIT_X * 5.0f,
UI_UNIT_Y,
NULL,
0.0f,
0.0f,
0,
0,
TIP_("Stop animation playback"));
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Reports for Last Operator Template
* \{ */
void uiTemplateReportsBanner(uiLayout *layout, bContext *C)
{
ReportList *reports = CTX_wm_reports(C);
Report *report = BKE_reports_last_displayable(reports);
ReportTimerInfo *rti;
uiLayout *ui_abs;
uiBlock *block;
uiBut *but;
2020-03-15 17:32:25 +11:00
const uiStyle *style = UI_style_get();
int width;
int icon;
/* if the report display has timed out, don't show */
if (!reports->reporttimer) {
return;
}
rti = (ReportTimerInfo *)reports->reporttimer->customdata;
if (!rti || rti->widthfac == 0.0f || !report) {
return;
}
ui_abs = uiLayoutAbsolute(layout, false);
block = uiLayoutGetBlock(ui_abs);
UI_fontstyle_set(&style->widgetlabel);
width = BLF_width(style->widgetlabel.uifont_id, report->message, report->len);
width = min_ii((int)(rti->widthfac * width), width);
width = max_ii(width, 10 * UI_DPI_FAC);
/* make a box around the report to make it stand out */
UI_block_align_begin(block);
but = uiDefBut(
block, UI_BTYPE_ROUNDBOX, 0, "", 0, 0, UI_UNIT_X + 5, UI_UNIT_Y, NULL, 0.0f, 0.0f, 0, 0, "");
/* set the report's bg color in but->col - UI_BTYPE_ROUNDBOX feature */
rgba_float_to_uchar(but->col, rti->col);
but = uiDefBut(block,
UI_BTYPE_ROUNDBOX,
0,
"",
UI_UNIT_X + 5,
0,
UI_UNIT_X + width,
UI_UNIT_Y,
NULL,
0.0f,
0.0f,
0,
0,
"");
rgba_float_to_uchar(but->col, rti->col);
UI_block_align_end(block);
/* icon and report message on top */
icon = UI_icon_from_report_type(report->type);
/* XXX: temporary operator to dump all reports to a text block, but only if more than 1 report
* to be shown instead of icon when appropriate...
*/
UI_block_emboss_set(block, UI_EMBOSS_NONE);
if (reports->list.first != reports->list.last) {
uiDefIconButO(block,
UI_BTYPE_BUT,
"SCREEN_OT_info_log_show",
WM_OP_INVOKE_REGION_WIN,
icon,
2,
0,
UI_UNIT_X,
UI_UNIT_Y,
TIP_("Click to see the remaining reports in text block: 'Recent Reports'"));
}
else {
uiDefIconBut(
block, UI_BTYPE_LABEL, 0, icon, 2, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0.0f, 0.0f, 0, 0, "");
}
but = uiDefButO(block,
2019-08-17 01:17:11 +10:00
UI_BTYPE_BUT,
"SCREEN_OT_info_log_show",
WM_OP_INVOKE_REGION_WIN,
report->message,
UI_UNIT_X + 5,
0,
UI_UNIT_X + width,
UI_UNIT_Y,
"Show in Info Log");
rgba_float_to_uchar(but->col, rti->col);
}
void uiTemplateInputStatus(uiLayout *layout, struct bContext *C)
{
wmWindow *win = CTX_wm_window(C);
WorkSpace *workspace = CTX_wm_workspace(C);
/* Workspace status text has priority. */
if (workspace->status_text) {
uiItemL(layout, workspace->status_text, ICON_NONE);
return;
}
if (WM_window_modal_keymap_status_draw(C, win, layout)) {
return;
}
/* Otherwise should cursor keymap status. */
for (int i = 0; i < 3; i++) {
uiLayout *box = uiLayoutRow(layout, false);
uiLayout *col = uiLayoutColumn(box, false);
uiLayout *row = uiLayoutRow(col, true);
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_LEFT);
const char *msg = WM_window_cursor_keymap_status_get(win, i, 0);
const char *msg_drag = WM_window_cursor_keymap_status_get(win, i, 1);
if (msg || (msg_drag == NULL)) {
uiItemL(row, msg ? msg : "", (ICON_MOUSE_LMB + i));
}
if (msg_drag) {
uiItemL(row, msg_drag, (ICON_MOUSE_LMB_DRAG + i));
}
/* Use trick with empty string to keep icons in same position. */
row = uiLayoutRow(col, false);
uiItemL(row, " ", ICON_NONE);
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Keymap Template
* \{ */
static void keymap_item_modified(bContext *UNUSED(C), void *kmi_p, void *UNUSED(unused))
{
wmKeyMapItem *kmi = (wmKeyMapItem *)kmi_p;
WM_keyconfig_update_tag(NULL, kmi);
}
static void template_keymap_item_properties(uiLayout *layout, const char *title, PointerRNA *ptr)
{
uiLayout *flow, *box, *row;
uiItemS(layout);
if (title) {
uiItemL(layout, title, ICON_NONE);
}
flow = uiLayoutColumnFlow(layout, 2, false);
RNA_STRUCT_BEGIN_SKIP_RNA_TYPE (ptr, prop) {
const bool is_set = RNA_property_is_set(ptr, prop);
uiBut *but;
/* recurse for nested properties */
if (RNA_property_type(prop) == PROP_POINTER) {
PointerRNA propptr = RNA_property_pointer_get(ptr, prop);
if (propptr.data && RNA_struct_is_a(propptr.type, &RNA_OperatorProperties)) {
const char *name = RNA_property_ui_name(prop);
template_keymap_item_properties(layout, name, &propptr);
continue;
}
}
box = uiLayoutBox(flow);
uiLayoutSetActive(box, is_set);
row = uiLayoutRow(box, false);
/* property value */
uiItemFullR(row, ptr, prop, -1, 0, 0, NULL, ICON_NONE);
if (is_set) {
/* unset operator */
uiBlock *block = uiLayoutGetBlock(row);
UI_block_emboss_set(block, UI_EMBOSS_NONE);
but = uiDefIconButO(block,
UI_BTYPE_BUT,
"UI_OT_unset_property_button",
WM_OP_EXEC_DEFAULT,
ICON_X,
0,
0,
UI_UNIT_X,
UI_UNIT_Y,
NULL);
but->rnapoin = *ptr;
but->rnaprop = prop;
UI_block_emboss_set(block, UI_EMBOSS);
}
}
RNA_STRUCT_END;
}
void uiTemplateKeymapItemProperties(uiLayout *layout, PointerRNA *ptr)
{
PointerRNA propptr = RNA_pointer_get(ptr, "properties");
if (propptr.data) {
uiBut *but = uiLayoutGetBlock(layout)->buttons.last;
WM_operator_properties_sanitize(&propptr, false);
template_keymap_item_properties(layout, NULL, &propptr);
/* attach callbacks to compensate for missing properties update,
* we don't know which keymap (item) is being modified there */
for (; but; but = but->next) {
/* operator buttons may store props for use (file selector, [#36492]) */
if (but->rnaprop) {
UI_but_func_set(but, keymap_item_modified, ptr->data, NULL);
/* Otherwise the keymap will be re-generated which we're trying to edit,
* see: T47685 */
UI_but_flag_enable(but, UI_BUT_UPDATE_DELAY);
}
}
}
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Event Icon Template
*
* \{ */
bool uiTemplateEventFromKeymapItem(struct uiLayout *layout,
const char *text,
const struct wmKeyMapItem *kmi,
bool text_fallback)
{
bool ok = false;
int icon_mod[4];
#ifdef WITH_HEADLESS
int icon = 0;
#else
int icon = UI_icon_from_keymap_item(kmi, icon_mod);
#endif
if (icon != 0) {
for (int j = 0; j < ARRAY_SIZE(icon_mod) && icon_mod[j]; j++) {
uiItemL(layout, "", icon_mod[j]);
}
uiItemL(layout, text, icon);
ok = true;
}
else if (text_fallback) {
const char *event_text = WM_key_event_string(kmi->type, true);
uiItemL(layout, event_text, ICON_NONE);
uiItemL(layout, text, ICON_NONE);
ok = true;
}
return ok;
}
/** \} */
2019-09-06 16:12:47 +10:00
/* -------------------------------------------------------------------- */
/** \name Color Management Template
* \{ */
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
void uiTemplateColorspaceSettings(uiLayout *layout, PointerRNA *ptr, const char *propname)
{
PropertyRNA *prop;
PointerRNA colorspace_settings_ptr;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
prop = RNA_struct_find_property(ptr, propname);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (!prop) {
printf(
"%s: property not found: %s.%s\n", __func__, RNA_struct_identifier(ptr->type), propname);
return;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
colorspace_settings_ptr = RNA_property_pointer_get(ptr, prop);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
uiItemR(layout, &colorspace_settings_ptr, "name", 0, IFACE_("Color Space"), ICON_NONE);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
}
void uiTemplateColormanagedViewSettings(uiLayout *layout,
bContext *UNUSED(C),
PointerRNA *ptr,
const char *propname)
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
{
PropertyRNA *prop;
PointerRNA view_transform_ptr;
uiLayout *col, *row;
ColorManagedViewSettings *view_settings;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
prop = RNA_struct_find_property(ptr, propname);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (!prop) {
printf(
"%s: property not found: %s.%s\n", __func__, RNA_struct_identifier(ptr->type), propname);
return;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
view_transform_ptr = RNA_property_pointer_get(ptr, prop);
view_settings = view_transform_ptr.data;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
col = uiLayoutColumn(layout, false);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
row = uiLayoutRow(col, false);
uiItemR(row, &view_transform_ptr, "view_transform", 0, IFACE_("View"), ICON_NONE);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
col = uiLayoutColumn(layout, false);
uiItemR(col, &view_transform_ptr, "exposure", 0, NULL, ICON_NONE);
uiItemR(col, &view_transform_ptr, "gamma", 0, NULL, ICON_NONE);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
uiItemR(col, &view_transform_ptr, "look", 0, IFACE_("Look"), ICON_NONE);
col = uiLayoutColumn(layout, false);
uiItemR(col, &view_transform_ptr, "use_curve_mapping", 0, NULL, ICON_NONE);
if (view_settings->flag & COLORMANAGE_VIEW_USE_CURVES) {
uiTemplateCurveMapping(
col, &view_transform_ptr, "curve_mapping", 'c', true, false, false, false);
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Component Menu
* \{ */
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
typedef struct ComponentMenuArgs {
PointerRNA ptr;
char propname[64]; /* XXX arbitrary */
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
} ComponentMenuArgs;
/* NOTE: this is a block-menu, needs 0 events, otherwise the menu closes */
static uiBlock *component_menu(bContext *C, ARegion *region, void *args_v)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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{
ComponentMenuArgs *args = (ComponentMenuArgs *)args_v;
uiBlock *block;
uiLayout *layout;
block = UI_block_begin(C, region, __func__, UI_EMBOSS);
UI_block_flag_enable(block, UI_BLOCK_KEEP_OPEN);
layout = uiLayoutColumn(UI_block_layout(block,
UI_LAYOUT_VERTICAL,
UI_LAYOUT_PANEL,
0,
0,
UI_UNIT_X * 6,
UI_UNIT_Y,
0,
UI_style_get()),
0);
uiItemR(layout, &args->ptr, args->propname, UI_ITEM_R_EXPAND, "", ICON_NONE);
UI_block_bounds_set_normal(block, 0.3f * U.widget_unit);
UI_block_direction_set(block, UI_DIR_DOWN);
return block;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
void uiTemplateComponentMenu(uiLayout *layout,
PointerRNA *ptr,
const char *propname,
const char *name)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
{
ComponentMenuArgs *args = MEM_callocN(sizeof(ComponentMenuArgs), "component menu template args");
uiBlock *block;
uiBut *but;
args->ptr = *ptr;
BLI_strncpy(args->propname, propname, sizeof(args->propname));
block = uiLayoutGetBlock(layout);
UI_block_align_begin(block);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
but = uiDefBlockButN(block, component_menu, args, name, 0, 0, UI_UNIT_X * 6, UI_UNIT_Y, "");
/* set rna directly, uiDefBlockButN doesn't do this */
but->rnapoin = *ptr;
but->rnaprop = RNA_struct_find_property(ptr, propname);
but->rnaindex = 0;
UI_block_align_end(block);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Node Socket Icon Template
* \{ */
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
void uiTemplateNodeSocket(uiLayout *layout, bContext *UNUSED(C), float *color)
{
uiBlock *block;
uiBut *but;
block = uiLayoutGetBlock(layout);
UI_block_align_begin(block);
/* XXX using explicit socket colors is not quite ideal.
* Eventually it should be possible to use theme colors for this purpose,
* but this requires a better design for extendable color palettes in user prefs.
*/
but = uiDefBut(
block, UI_BTYPE_NODE_SOCKET, 0, "", 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
rgba_float_to_uchar(but->col, color);
UI_block_align_end(block);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Cache File Template
* \{ */
void uiTemplateCacheFile(uiLayout *layout,
const bContext *C,
PointerRNA *ptr,
const char *propname)
{
if (!ptr->data) {
return;
}
PropertyRNA *prop = RNA_struct_find_property(ptr, propname);
if (!prop) {
printf(
"%s: property not found: %s.%s\n", __func__, RNA_struct_identifier(ptr->type), propname);
return;
}
if (RNA_property_type(prop) != PROP_POINTER) {
printf("%s: expected pointer property for %s.%s\n",
__func__,
RNA_struct_identifier(ptr->type),
propname);
return;
}
PointerRNA fileptr = RNA_property_pointer_get(ptr, prop);
CacheFile *file = fileptr.data;
uiLayoutSetContextPointer(layout, "edit_cachefile", &fileptr);
uiTemplateID(layout,
C,
ptr,
propname,
NULL,
"CACHEFILE_OT_open",
NULL,
UI_TEMPLATE_ID_FILTER_ALL,
false,
NULL);
if (!file) {
return;
}
SpaceProperties *sbuts = CTX_wm_space_properties(C);
uiLayout *row, *sub, *subsub;
uiLayoutSetPropSep(layout, true);
row = uiLayoutRow(layout, true);
uiItemR(row, &fileptr, "filepath", 0, NULL, ICON_NONE);
sub = uiLayoutRow(row, true);
uiItemO(sub, "", ICON_FILE_REFRESH, "cachefile.reload");
row = uiLayoutRow(layout, false);
uiItemR(row, &fileptr, "is_sequence", 0, NULL, ICON_NONE);
row = uiLayoutRowWithHeading(layout, true, IFACE_("Override Frame"));
sub = uiLayoutRow(row, true);
uiLayoutSetPropDecorate(sub, false);
uiItemR(sub, &fileptr, "override_frame", 0, "", ICON_NONE);
subsub = uiLayoutRow(sub, true);
uiLayoutSetActive(subsub, RNA_boolean_get(&fileptr, "override_frame"));
uiItemR(subsub, &fileptr, "frame", 0, "", ICON_NONE);
uiItemDecoratorR(row, &fileptr, "frame", 0);
row = uiLayoutRow(layout, false);
uiItemR(row, &fileptr, "frame_offset", 0, NULL, ICON_NONE);
uiLayoutSetActive(row, !RNA_boolean_get(&fileptr, "is_sequence"));
if (sbuts->mainb == BCONTEXT_CONSTRAINT) {
row = uiLayoutRow(layout, false);
uiItemR(row, &fileptr, "scale", 0, IFACE_("Manual Scale"), ICON_NONE);
}
/* TODO: unused for now, so no need to expose. */
#if 0
row = uiLayoutRow(layout, false);
uiItemR(row, &fileptr, "forward_axis", 0, "Forward Axis", ICON_NONE);
row = uiLayoutRow(layout, false);
uiItemR(row, &fileptr, "up_axis", 0, "Up Axis", ICON_NONE);
#endif
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Recent Files Template
* \{ */
int uiTemplateRecentFiles(uiLayout *layout, int rows)
{
const RecentFile *recent;
int i;
for (recent = G.recent_files.first, i = 0; (i < rows) && (recent); recent = recent->next, i++) {
const char *filename = BLI_path_basename(recent->filepath);
PointerRNA ptr;
uiItemFullO(layout,
"WM_OT_open_mainfile",
filename,
BLO_has_bfile_extension(filename) ? ICON_FILE_BLEND : ICON_FILE_BACKUP,
NULL,
WM_OP_INVOKE_DEFAULT,
0,
&ptr);
RNA_string_set(&ptr, "filepath", recent->filepath);
RNA_boolean_set(&ptr, "display_file_selector", false);
}
return i;
}
2019-09-06 16:12:47 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name FileSelectParams Path Button Template
* \{ */
void uiTemplateFileSelectPath(uiLayout *layout, bContext *C, FileSelectParams *params)
{
bScreen *screen = CTX_wm_screen(C);
SpaceFile *sfile = CTX_wm_space_file(C);
ED_file_path_button(screen, sfile, params, uiLayoutGetBlock(layout));
}
2019-09-06 16:12:47 +10:00
/** \} */