2010-06-04 11:34:57 +00:00
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ***** END GPL LICENSE BLOCK *****
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set(INC
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2010-06-05 23:27:49 +00:00
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../include
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../../blenfont
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../../blenkernel
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../../blenlib
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2018-09-12 18:22:00 +10:00
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../../blenloader
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2015-08-16 17:32:01 +10:00
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../../blentranslation
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2017-06-08 10:14:53 +02:00
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../../depsgraph
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2018-05-03 15:31:03 +02:00
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../../draw
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2010-06-05 23:27:49 +00:00
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../../gpu
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../../imbuf
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../../makesdna
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../../makesrna
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../../python
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Compositor: Redesign Cryptomatte node for better usability
In the current implementation, cryptomatte passes are connected to the node
and elements are picked by using the eyedropper tool on a special pick channel.
This design has two disadvantages - both connecting all passes individually
and always having to switch to the picker channel are tedious.
With the new design, the user selects the RenderLayer or Image from which the
Cryptomatte layers are directly loaded (the type of pass is determined by an
enum). This allows the node to automatically detect all relevant passes.
Then, when using the eyedropper tool, the operator looks up the selected
coordinates from the picked Image, Node backdrop or Clip and reads the picked
object directly from the Renderlayer/Image, therefore allowing to pick in any
context (e.g. by clicking on the Combined pass in the Image Viewer). The
sampled color is looked up in the metadata and the actual name is stored
in the cryptomatte node. This also allows to remove a hash by just removing
the name from the matte id.
Technically there is some loss of flexibility because the Cryptomatte pass
inputs can no longer be connected to other nodes, but since any compositing
done on them is likely to break the Cryptomatte system anyways, this isn't
really a concern in practise.
In the future, this would also allow to automatically translate values to names
by looking up the value in the associated metadata of the input, or to get a
better visualization of overlapping areas in the Pick output since we could
blend colors now that the output doesn't have to contain the exact value.
Idea + Original patch: Lucas Stockner
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D3959
2021-03-16 07:37:30 +01:00
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../../render
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2010-06-04 11:34:57 +00:00
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../../windowmanager
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2014-10-07 15:46:19 -05:00
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../../../../intern/glew-mx
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2019-04-24 14:39:31 +10:00
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../../../../intern/guardedalloc
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2011-05-31 01:15:44 +00:00
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)
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2010-10-23 04:05:55 +00:00
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set(SRC
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interface.c
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2015-11-06 18:39:56 +01:00
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interface_align.c
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2010-10-23 04:05:55 +00:00
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interface_anim.c
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2020-10-02 17:00:41 -05:00
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interface_button_group.c
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2018-06-24 10:01:13 +02:00
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interface_context_menu.c
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2010-10-23 04:05:55 +00:00
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interface_draw.c
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2013-10-08 15:07:52 +00:00
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interface_eyedropper.c
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2017-12-12 15:16:13 +11:00
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interface_eyedropper_color.c
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interface_eyedropper_colorband.c
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interface_eyedropper_datablock.c
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interface_eyedropper_depth.c
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interface_eyedropper_driver.c
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2019-10-11 13:28:22 +02:00
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interface_eyedropper_gpencil_color.c
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2010-10-23 04:05:55 +00:00
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interface_handlers.c
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interface_icons.c
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2018-07-08 11:57:59 +02:00
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interface_icons_event.c
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2010-10-23 04:05:55 +00:00
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interface_layout.c
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interface_ops.c
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interface_panel.c
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2018-06-30 10:36:40 +02:00
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interface_query.c
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2017-11-03 20:26:35 +11:00
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interface_region_color_picker.c
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2018-06-12 10:11:32 +02:00
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interface_region_hud.c
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2017-11-03 20:26:35 +11:00
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interface_region_menu_pie.c
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interface_region_menu_popup.c
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2018-04-22 17:16:39 +02:00
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interface_region_popover.c
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2017-11-03 20:26:35 +11:00
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interface_region_popup.c
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interface_region_search.c
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interface_region_tooltip.c
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2018-06-24 10:01:13 +02:00
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interface_regions.c
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2010-10-23 04:05:55 +00:00
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interface_style.c
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UI/Assets: Initial Asset View UI template
The asset view UI template is a mini-version of the Asset Browser that
can be placed in regular layouts, regions or popups. At this point it's
made specifically for placement in vertical layouts, it can be made more
flexible in the future.
Generally the way this is implemented will likely change a lot still as
the asset system evolves.
The Pose Library add-on will use the asset view to display pose
libraries in the 3D View sidebar.
References:
* https://developer.blender.org/T86139
* https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building
* https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport
Notes:
* Important limitation: Due to the early & WIP implementation of the
asset list, all asset views showing the same library will show the
same assets. That is despite the ID type filter option the template
provides. The first asset view created will determine what's visible.
Of course this should be made to work eventually.
* The template supports passing an activate and a drag operator name.
The former is called when an asset is clicked on (e.g. to apply the
asset) the latter when dragging (e.g. to .blend a pose asset). If no
drag operator is set, regular asset drag & drop will be executed.
* The template returns the properties for both operators (see example
below).
* The argument list for using the template is quite long, but we can't
avoid that currently. The UI list design requires that we pass a
number of RNA or custom properties to work with, that for the Pose
Libraries should be registered at the Pose Library add-on level, not
in core Blender.
* Idea is that Python scripts or add-ons that want to use the asset view
can register custom properties, to hold data like the list of assets,
and the active asset index. Maybe that will change in future and we
can manage these internally.
As an example, the pose library add-on uses it like this:
```
activate_op_props, drag_op_props = layout.template_asset_view(
"pose_assets",
workspace,
"active_asset_library",
wm,
"pose_assets",
workspace,
"active_pose_asset_index",
filter_id_types={"filter_action"},
activate_operator="poselib.apply_pose_asset",
drag_operator="poselib.blend_pose_asset",
)
drag_op_props.release_confirm = True
drag_op_props.flipped = wm.poselib_flipped
activate_op_props.flipped = wm.poselib_flipped
```
2021-07-13 18:07:57 +02:00
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interface_template_asset_view.cc
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2021-07-13 17:42:25 +02:00
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interface_template_list.cc
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2020-05-06 15:51:23 +10:00
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interface_template_search_menu.c
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interface_template_search_operator.c
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2020-05-27 10:52:07 +10:00
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interface_templates.c
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2020-05-12 10:55:46 +10:00
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interface_undo.c
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2010-10-23 04:05:55 +00:00
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interface_utils.c
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interface_widgets.c
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resources.c
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view2d.c
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Refactor grid and scale indicator text drawing
This affects the timeline, dopesheet, graph editor, sequencer,
clip editor and nla editor.
Removed structs and enums: `V2D_ARG_DUMMY`, `eView2D_Units`,
`eView2D_Clamp`, `eView2D_Gridlines`, `View2DGrid`.
A main goal of this refactor is to get rid of the very generic
`View2DGrid` struct. The drawing code became very complex
because there were many different combinations of settings.
This refactor implements a different approach.
Instead of one very generic API, there are many slighly
different functions that do exactly, what we need in the
different editors. Only very little code is duplicated,
because the API functions compose some shared low level code.
This structure makes the code much easier to debug and change,
because every function has much fewer responsibilities.
Additionally, this refactor fixes some long standing bugs.
E.g. when `Show Seconds` is enabled, you zoom in and pan the view.
Or that the step size between displayed frame numbers was
always `>= 2`, no matter how close you zoom in.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4776
2019-05-02 12:00:12 +02:00
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view2d_draw.c
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2021-06-16 18:17:07 +01:00
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view2d_edge_pan.c
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2019-05-31 21:45:28 +10:00
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view2d_gizmo_navigate.c
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2010-10-23 04:05:55 +00:00
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view2d_ops.c
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2010-11-29 04:35:56 +00:00
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2018-02-09 13:48:34 +11:00
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interface_eyedropper_intern.h
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2010-11-29 04:35:56 +00:00
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interface_intern.h
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2018-02-09 13:48:34 +11:00
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interface_regions_intern.h
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2010-10-23 04:05:55 +00:00
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)
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2019-04-14 15:18:44 +02:00
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set(LIB
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2019-04-16 06:18:52 +02:00
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bf_blenkernel
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bf_blenlib
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bf_editor_datafiles
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2019-04-14 15:18:44 +02:00
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)
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2010-06-04 11:34:57 +00:00
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if(WITH_INTERNATIONAL)
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2011-09-26 10:35:47 +00:00
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add_definitions(-DWITH_INTERNATIONAL)
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2010-06-04 11:34:57 +00:00
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endif()
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2011-06-05 07:55:18 +00:00
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if(WITH_HEADLESS)
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add_definitions(-DWITH_HEADLESS)
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endif()
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2010-10-31 04:11:39 +00:00
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if(WITH_PYTHON)
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add_definitions(-DWITH_PYTHON)
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endif()
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2010-06-04 11:34:57 +00:00
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2021-07-05 13:11:17 +02:00
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if(WIN32 OR APPLE)
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2014-12-07 00:58:17 +01:00
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if(WITH_INPUT_IME)
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add_definitions(-DWITH_INPUT_IME)
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endif()
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endif()
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2014-10-07 15:46:19 -05:00
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2019-04-14 15:18:44 +02:00
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blender_add_lib(bf_editor_interface "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
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