This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/editors/screen/screen_ops.c

5074 lines
130 KiB
C
Raw Normal View History

/*
* 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.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edscr
2011-02-27 20:29:51 +00:00
*/
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
#include "BLI_blenlib.h"
#include "BLI_dlrbTree.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_lattice_types.h"
#include "DNA_object_types.h"
#include "DNA_curve_types.h"
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
#include "DNA_gpencil_types.h"
#include "DNA_scene_types.h"
#include "DNA_meta_types.h"
2018-05-25 22:24:24 +05:30
#include "DNA_mesh_types.h"
#include "DNA_mask_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_workspace_types.h"
#include "DNA_userdef_types.h"
#include "BKE_context.h"
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
#include "BKE_customdata.h"
#include "BKE_editmesh.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_mask.h"
#include "BKE_object.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_sound.h"
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
#include "BKE_workspace.h"
#include "WM_api.h"
#include "WM_types.h"
#include "DEG_depsgraph.h"
#include "ED_anim_api.h"
2012-07-25 12:15:22 +00:00
#include "ED_armature.h"
#include "ED_clip.h"
#include "ED_image.h"
2012-07-25 12:15:22 +00:00
#include "ED_keyframes_draw.h"
#include "ED_object.h"
2012-07-25 12:15:22 +00:00
#include "ED_screen.h"
#include "ED_screen_types.h"
2012-07-25 12:15:22 +00:00
#include "ED_sequencer.h"
#include "ED_util.h"
#include "ED_undo.h"
#include "ED_view3d.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
2015-06-29 20:46:23 +10:00
#include "UI_view2d.h"
2012-05-08 11:48:19 +00:00
#include "screen_intern.h" /* own module include */
2012-05-08 11:48:19 +00:00
#define KM_MODAL_CANCEL 1
#define KM_MODAL_APPLY 2
#define KM_MODAL_SNAP_ON 3
#define KM_MODAL_SNAP_OFF 4
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Public Poll API
* \{ */
2018-07-02 11:47:00 +02:00
bool ED_operator_regionactive(bContext *C)
{
2012-05-08 11:48:19 +00:00
if (CTX_wm_window(C) == NULL) return 0;
if (CTX_wm_screen(C) == NULL) return 0;
if (CTX_wm_region(C) == NULL) return 0;
return 1;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_areaactive(bContext *C)
{
2012-05-08 11:48:19 +00:00
if (CTX_wm_window(C) == NULL) return 0;
if (CTX_wm_screen(C) == NULL) return 0;
if (CTX_wm_area(C) == NULL) return 0;
return 1;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_screenactive(bContext *C)
{
2012-05-08 11:48:19 +00:00
if (CTX_wm_window(C) == NULL) return 0;
if (CTX_wm_screen(C) == NULL) return 0;
return 1;
}
/* XXX added this to prevent anim state to change during renders */
2018-07-02 11:47:00 +02:00
static bool ED_operator_screenactive_norender(bContext *C)
{
if (G.is_rendering) return 0;
2012-05-08 11:48:19 +00:00
if (CTX_wm_window(C) == NULL) return 0;
if (CTX_wm_screen(C) == NULL) return 0;
return 1;
}
/* when mouse is over area-edge */
2018-07-02 11:47:00 +02:00
bool ED_operator_screen_mainwinactive(bContext *C)
{
bScreen *screen;
2012-05-08 11:48:19 +00:00
if (CTX_wm_window(C) == NULL) return 0;
screen = CTX_wm_screen(C);
if (screen == NULL) return 0;
if (screen->active_region != NULL) return 0;
return 1;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_scene(bContext *C)
{
Scene *scene = CTX_data_scene(C);
if (scene)
return 1;
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_scene_editable(bContext *C)
{
2012-05-08 11:48:19 +00:00
Scene *scene = CTX_data_scene(C);
if (scene && !ID_IS_LINKED(scene))
return 1;
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_objectmode(bContext *C)
{
2012-05-08 11:48:19 +00:00
Scene *scene = CTX_data_scene(C);
Object *obact = CTX_data_active_object(C);
if (scene == NULL || ID_IS_LINKED(scene))
return 0;
if (CTX_data_edit_object(C))
return 0;
/* add a check for ob->mode too? */
if (obact && (obact->mode != OB_MODE_OBJECT))
return 0;
return 1;
}
static bool ed_spacetype_test(bContext *C, int type)
{
if (ED_operator_areaactive(C)) {
2012-05-08 11:48:19 +00:00
SpaceLink *sl = (SpaceLink *)CTX_wm_space_data(C);
return sl && (sl->spacetype == type);
}
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_view3d_active(bContext *C)
{
return ed_spacetype_test(C, SPACE_VIEW3D);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_region_view3d_active(bContext *C)
{
if (CTX_wm_region_view3d(C))
return true;
CTX_wm_operator_poll_msg_set(C, "expected a view3d region");
return false;
}
/* generic for any view2d which uses anim_ops */
2018-07-02 11:47:00 +02:00
bool ED_operator_animview_active(bContext *C)
{
if (ED_operator_areaactive(C)) {
2012-05-08 11:48:19 +00:00
SpaceLink *sl = (SpaceLink *)CTX_wm_space_data(C);
if (sl && (ELEM(sl->spacetype, SPACE_SEQ, SPACE_ACTION, SPACE_NLA, SPACE_GRAPH)))
return true;
}
2013-02-28 15:31:20 +00:00
CTX_wm_operator_poll_msg_set(C, "expected a timeline/animation area to be active");
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_outliner_active(bContext *C)
{
return ed_spacetype_test(C, SPACE_OUTLINER);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_outliner_active_no_editobject(bContext *C)
{
if (ed_spacetype_test(C, SPACE_OUTLINER)) {
Object *ob = ED_object_active_context(C);
2012-05-08 11:48:19 +00:00
Object *obedit = CTX_data_edit_object(C);
if (ob && ob == obedit)
return 0;
else
return 1;
}
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_file_active(bContext *C)
{
return ed_spacetype_test(C, SPACE_FILE);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_action_active(bContext *C)
{
return ed_spacetype_test(C, SPACE_ACTION);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_buttons_active(bContext *C)
{
return ed_spacetype_test(C, SPACE_PROPERTIES);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_node_active(bContext *C)
{
2012-05-08 11:48:19 +00:00
SpaceNode *snode = CTX_wm_space_node(C);
if (snode && snode->edittree)
return 1;
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_node_editable(bContext *C)
{
SpaceNode *snode = CTX_wm_space_node(C);
if (snode && snode->edittree && !ID_IS_LINKED(snode->edittree))
return 1;
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_graphedit_active(bContext *C)
{
return ed_spacetype_test(C, SPACE_GRAPH);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_sequencer_active(bContext *C)
{
return ed_spacetype_test(C, SPACE_SEQ);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_sequencer_active_editable(bContext *C)
{
return ed_spacetype_test(C, SPACE_SEQ) && ED_operator_scene_editable(C);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_image_active(bContext *C)
{
return ed_spacetype_test(C, SPACE_IMAGE);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_nla_active(bContext *C)
NLA SoC: Operators for 'tweaking' strip actions (TAB-Key for both) In this commit, I've introduced the mechanism by which actions already referenced by strips used in the NLA can be edited (or 'tweaked'). To use, simply select a strip you wish to edit, and hit that TAB key to start tweaking that strip's action, and hit TAB again once you're done. What happens when you enter 'tweak mode': 1) The action of the active strip temporarily becomes the 'active action' of the AnimData block. You are now able to edit this in one of the Animation Editors (DopeSheet/Action, Graph Editors) as per normal (i.e. sliding keyframes around, inserting keyframes, etc.). The 'action-line' will therefore get drawn immediately above the active track containing the active strip, so that it's clear that that's what we're editing. 2) All the NLA-tracks (and all the strips within them) that occur after the track that the active strip lived in get disabled while you're in tweakmode. This is equivalent to travelling back to an earlier state in a construction history stack. 3) The active NLA track also gets disabled while in tweakmode, since it would otherwise interfere with the correct functioning of the tweaking for the action of interest. 4) The 'real' active action (i.e. the one displaced by the active strip's action) gets put into temp storage, and will be restored after you exit tweakmode. 5) Any strips which also reference the action being tweaked will get highlighted in red shading to indicate that you may be making some changes to the action which you don't really want to make for the other users too. Please note though, that this is only a rough prototype of this functionality, with some niceties still to come. i.e.: * NLA-tracks after the active track should still get drawn above the 'tweaking action line', but perhaps with different appearance? * Various tools will still need awareness of this to prevent corrupting operations from taking place. How to proceed is still undecided... * When exiting tweak-mode, the strip the action came from still needs some form of syncing with the modified action... there are a few tricky issues here that will need to be solved * Evaluation code doesn't totally take this into account yet... --- Also, fixed a number of bugs with various code (notably selection, and also a few drawing bugs)
2009-06-05 05:18:07 +00:00
{
return ed_spacetype_test(C, SPACE_NLA);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_info_active(bContext *C)
{
return ed_spacetype_test(C, SPACE_INFO);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_console_active(bContext *C)
{
return ed_spacetype_test(C, SPACE_CONSOLE);
}
2018-07-02 11:47:00 +02:00
static bool ed_object_hidden(Object *ob)
{
/* if hidden but in edit mode, we still display, can happen with animation */
return ((ob->restrictflag & OB_RESTRICT_VIEW) && !(ob->mode & OB_MODE_EDIT));
}
2018-07-02 11:47:00 +02:00
bool ED_operator_object_active(bContext *C)
{
Object *ob = ED_object_active_context(C);
return ((ob != NULL) && !ed_object_hidden(ob));
}
2018-07-02 11:47:00 +02:00
bool ED_operator_object_active_editable(bContext *C)
{
Object *ob = ED_object_active_context(C);
return ((ob != NULL) && !ID_IS_LINKED(ob) && !ed_object_hidden(ob));
}
2018-07-02 11:47:00 +02:00
bool ED_operator_object_active_editable_mesh(bContext *C)
{
Object *ob = ED_object_active_context(C);
return ((ob != NULL) && !ID_IS_LINKED(ob) && !ed_object_hidden(ob) &&
(ob->type == OB_MESH) && !ID_IS_LINKED(ob->data));
}
2018-07-02 11:47:00 +02:00
bool ED_operator_object_active_editable_font(bContext *C)
{
Object *ob = ED_object_active_context(C);
return ((ob != NULL) && !ID_IS_LINKED(ob) && !ed_object_hidden(ob) &&
(ob->type == OB_FONT));
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editmesh(bContext *C)
{
2012-05-08 11:48:19 +00:00
Object *obedit = CTX_data_edit_object(C);
if (obedit && obedit->type == OB_MESH)
return NULL != BKE_editmesh_from_object(obedit);
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editmesh_view3d(bContext *C)
{
return ED_operator_editmesh(C) && ED_operator_view3d_active(C);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editmesh_region_view3d(bContext *C)
{
if (ED_operator_editmesh(C) && CTX_wm_region_view3d(C))
return 1;
CTX_wm_operator_poll_msg_set(C, "expected a view3d region & editmesh");
return 0;
}
bool ED_operator_editmesh_auto_smooth(bContext *C)
2018-05-25 22:24:24 +05:30
{
Object *obedit = CTX_data_edit_object(C);
if (obedit && obedit->type == OB_MESH && (((Mesh *)(obedit->data))->flag & ME_AUTOSMOOTH)) {
return NULL != BKE_editmesh_from_object(obedit);
}
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editarmature(bContext *C)
{
2012-05-08 11:48:19 +00:00
Object *obedit = CTX_data_edit_object(C);
if (obedit && obedit->type == OB_ARMATURE)
return NULL != ((bArmature *)obedit->data)->edbo;
return 0;
}
/**
* \brief check for pose mode (no mixed modes)
*
* We want to enable most pose operations in weight paint mode,
* when it comes to transforming bones, but managing bones layers/groups
* can be left for pose mode only. (not weight paint mode)
*/
2018-07-02 11:47:00 +02:00
bool ED_operator_posemode_exclusive(bContext *C)
{
Object *obact = CTX_data_active_object(C);
if (obact && !(obact->mode & OB_MODE_EDIT)) {
Object *obpose;
if ((obpose = BKE_object_pose_armature_get(obact))) {
if (obact == obpose) {
return 1;
}
}
}
return 0;
}
/* allows for pinned pose objects to be used in the object buttons
2014-10-29 14:11:19 +01:00
* and the non-active pose object to be used in the 3D view */
2018-07-02 11:47:00 +02:00
bool ED_operator_posemode_context(bContext *C)
{
Object *obpose = ED_pose_object_from_context(C);
if (obpose && !(obpose->mode & OB_MODE_EDIT)) {
if (BKE_object_pose_context_check(obpose)) {
return 1;
}
}
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_posemode(bContext *C)
{
2012-05-08 11:48:19 +00:00
Object *obact = CTX_data_active_object(C);
if (obact && !(obact->mode & OB_MODE_EDIT)) {
Object *obpose;
if ((obpose = BKE_object_pose_armature_get(obact))) {
if ((obact == obpose) || (obact->mode & OB_MODE_WEIGHT_PAINT)) {
return 1;
}
}
}
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_posemode_local(bContext *C)
{
if (ED_operator_posemode(C)) {
Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
bArmature *arm = ob->data;
return !(ID_IS_LINKED(&ob->id) ||
ID_IS_LINKED(&arm->id));
}
return false;
}
/* wrapper for ED_space_image_show_uvedit */
2018-07-02 11:47:00 +02:00
bool ED_operator_uvedit(bContext *C)
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
{
2012-05-08 11:48:19 +00:00
SpaceImage *sima = CTX_wm_space_image(C);
Object *obedit = CTX_data_edit_object(C);
return ED_space_image_show_uvedit(sima, obedit);
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
}
2018-07-02 11:47:00 +02:00
bool ED_operator_uvedit_space_image(bContext *C)
{
SpaceImage *sima = CTX_wm_space_image(C);
Object *obedit = CTX_data_edit_object(C);
return sima && ED_space_image_show_uvedit(sima, obedit);
}
2018-07-02 11:47:00 +02:00
bool ED_operator_uvmap(bContext *C)
{
Object *obedit = CTX_data_edit_object(C);
BMEditMesh *em = NULL;
if (obedit && obedit->type == OB_MESH) {
em = BKE_editmesh_from_object(obedit);
}
if (em && (em->bm->totface)) {
return true;
}
return false;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editsurfcurve(bContext *C)
{
2012-05-08 11:48:19 +00:00
Object *obedit = CTX_data_edit_object(C);
if (obedit && ELEM(obedit->type, OB_CURVE, OB_SURF))
return NULL != ((Curve *)obedit->data)->editnurb;
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editsurfcurve_region_view3d(bContext *C)
{
if (ED_operator_editsurfcurve(C) && CTX_wm_region_view3d(C))
return 1;
CTX_wm_operator_poll_msg_set(C, "expected a view3d region & editcurve");
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editcurve(bContext *C)
{
2012-05-08 11:48:19 +00:00
Object *obedit = CTX_data_edit_object(C);
if (obedit && obedit->type == OB_CURVE)
return NULL != ((Curve *)obedit->data)->editnurb;
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editcurve_3d(bContext *C)
{
2012-05-08 11:48:19 +00:00
Object *obedit = CTX_data_edit_object(C);
if (obedit && obedit->type == OB_CURVE) {
Curve *cu = (Curve *)obedit->data;
2012-05-08 11:48:19 +00:00
return (cu->flag & CU_3D) && (NULL != cu->editnurb);
}
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editsurf(bContext *C)
{
2012-05-08 11:48:19 +00:00
Object *obedit = CTX_data_edit_object(C);
if (obedit && obedit->type == OB_SURF)
return NULL != ((Curve *)obedit->data)->editnurb;
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editfont(bContext *C)
{
2012-05-08 11:48:19 +00:00
Object *obedit = CTX_data_edit_object(C);
if (obedit && obedit->type == OB_FONT)
return NULL != ((Curve *)obedit->data)->editfont;
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editlattice(bContext *C)
{
2012-05-08 11:48:19 +00:00
Object *obedit = CTX_data_edit_object(C);
if (obedit && obedit->type == OB_LATTICE)
return NULL != ((Lattice *)obedit->data)->editlatt;
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_editmball(bContext *C)
{
2012-05-08 11:48:19 +00:00
Object *obedit = CTX_data_edit_object(C);
if (obedit && obedit->type == OB_MBALL)
return NULL != ((MetaBall *)obedit->data)->editelems;
return 0;
}
2018-07-02 11:47:00 +02:00
bool ED_operator_mask(bContext *C)
{
2012-07-25 12:15:22 +00:00
ScrArea *sa = CTX_wm_area(C);
if (sa && sa->spacedata.first) {
switch (sa->spacetype) {
case SPACE_CLIP:
{
SpaceClip *sc = sa->spacedata.first;
return ED_space_clip_check_show_maskedit(sc);
}
case SPACE_SEQ:
{
SpaceSeq *sseq = sa->spacedata.first;
Scene *scene = CTX_data_scene(C);
return ED_space_sequencer_check_show_maskedit(sseq, scene);
}
case SPACE_IMAGE:
{
SpaceImage *sima = sa->spacedata.first;
ViewLayer *view_layer = CTX_data_view_layer(C);
return ED_space_image_check_show_maskedit(sima, view_layer);
2012-07-25 12:15:22 +00:00
}
}
}
return false;
}
2018-07-02 12:03:56 +02:00
bool ED_operator_camera(bContext *C)
{
struct Camera *cam = CTX_data_pointer_get_type(C, "camera", &RNA_Camera).data;
return (cam != NULL);
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal Screen Utilities
* \{ */
2018-07-02 11:47:00 +02:00
static bool screen_active_editable(bContext *C)
2018-01-21 01:41:58 +11:00
{
if (ED_operator_screenactive(C)) {
/* no full window splitting allowed */
if (CTX_wm_screen(C)->state != SCREENNORMAL)
return 0;
return 1;
}
return 0;
}
static ARegion *screen_find_region_type(bContext *C, int type)
{
ARegion *ar = CTX_wm_region(C);
/* find the header region
* - try context first, but upon failing, search all regions in area...
*/
if ((ar == NULL) || (ar->regiontype != type)) {
ScrArea *sa = CTX_wm_area(C);
ar = BKE_area_find_region_type(sa, type);
}
else {
ar = NULL;
}
return ar;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Action Zone Operator
* \{ */
/* operator state vars used:
* none
*
* functions:
*
* apply() set actionzone event
*
* exit() free customdata
*
* callbacks:
*
* exec() never used
*
* invoke() check if in zone
* add customdata, put mouseco and area in it
* add modal handler
*
* modal() accept modal events while doing it
* call apply() with gesture info, active window, nonactive window
* call exit() and remove handler when LMB confirm
*/
typedef struct sActionzoneData {
ScrArea *sa1, *sa2;
AZone *az;
int x, y, gesture_dir, modifier;
} sActionzoneData;
/* quick poll to save operators to be created and handled */
2018-07-02 11:47:00 +02:00
static bool actionzone_area_poll(bContext *C)
{
2012-05-08 11:48:19 +00:00
wmWindow *win = CTX_wm_window(C);
bScreen *screen = WM_window_get_active_screen(win);
if (screen && win && win->eventstate) {
const int *xy = &win->eventstate->x;
AZone *az;
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (az = sa->actionzones.first; az; az = az->next)
if (BLI_rcti_isect_pt_v(&az->rect, xy))
return 1;
}
}
return 0;
}
/* the debug drawing of the click_rect is in area_draw_azone_fullscreen, keep both in sync */
static void fullscreen_click_rcti_init(rcti *rect, const short x1, const short y1, const short x2, const short y2)
{
int x = x2 - ((float) x2 - x1) * 0.5f / UI_DPI_FAC;
int y = y2 - ((float) y2 - y1) * 0.5f / UI_DPI_FAC;
float icon_size = UI_DPI_ICON_SIZE + 7 * UI_DPI_FAC;
/* adjust the icon distance from the corner */
x += 36.0f / UI_DPI_FAC;
y += 36.0f / UI_DPI_FAC;
/* draws from the left bottom corner of the icon */
x -= UI_DPI_ICON_SIZE;
y -= UI_DPI_ICON_SIZE;
BLI_rcti_init(rect, x, x + icon_size, y, y + icon_size);
}
static AZone *area_actionzone_refresh_xy(ScrArea *sa, const int xy[2], const bool test_only)
{
2012-05-08 11:48:19 +00:00
AZone *az = NULL;
2012-05-08 11:48:19 +00:00
for (az = sa->actionzones.first; az; az = az->next) {
if (BLI_rcti_isect_pt_v(&az->rect, xy)) {
if (az->type == AZONE_AREA) {
break;
}
else if (az->type == AZONE_REGION) {
2009-09-16 17:43:09 +00:00
break;
}
else if (az->type == AZONE_FULLSCREEN) {
rcti click_rect;
fullscreen_click_rcti_init(&click_rect, az->x1, az->y1, az->x2, az->y2);
const bool click_isect = BLI_rcti_isect_pt_v(&click_rect, xy);
if (test_only) {
if (click_isect) {
break;
}
}
else {
if (click_isect) {
az->alpha = 1.0f;
}
else {
const int mouse_sq = SQUARE(xy[0] - az->x2) + SQUARE(xy[1] - az->y2);
const int spot_sq = SQUARE(AZONESPOTW);
const int fadein_sq = SQUARE(AZONEFADEIN);
const int fadeout_sq = SQUARE(AZONEFADEOUT);
if (mouse_sq < spot_sq) {
az->alpha = 1.0f;
}
else if (mouse_sq < fadein_sq) {
az->alpha = 1.0f;
}
else if (mouse_sq < fadeout_sq) {
az->alpha = 1.0f - ((float)(mouse_sq - fadein_sq)) / ((float)(fadeout_sq - fadein_sq));
}
else {
az->alpha = 0.0f;
}
/* fade in/out but no click */
az = NULL;
}
/* XXX force redraw to show/hide the action zone */
ED_area_tag_redraw(sa);
break;
}
}
else if (az->type == AZONE_REGION_SCROLL) {
ARegion *ar = az->ar;
View2D *v2d = &ar->v2d;
int scroll_flag = 0;
const int isect_value = UI_view2d_mouse_in_scrollers_ex(ar, v2d, xy[0], xy[1], &scroll_flag);
/* Check if we even have scroll bars. */
if (((az->direction == AZ_SCROLL_HOR) && !(scroll_flag & V2D_SCROLL_HORIZONTAL)) ||
((az->direction == AZ_SCROLL_VERT) && !(scroll_flag & V2D_SCROLL_VERTICAL)))
{
/* no scrollbars, do nothing. */
}
else if (test_only) {
2018-06-20 15:50:54 +02:00
if (isect_value != 0) {
break;
}
}
else {
2018-06-20 15:50:54 +02:00
bool redraw = false;
if (isect_value == 'h') {
if (az->direction == AZ_SCROLL_HOR) {
az->alpha = 1.0f;
v2d->alpha_hor = 255;
redraw = true;
}
}
2018-06-20 15:50:54 +02:00
else if (isect_value == 'v') {
if (az->direction == AZ_SCROLL_VERT) {
az->alpha = 1.0f;
v2d->alpha_vert = 255;
redraw = true;
}
}
else {
const int local_xy[2] = {xy[0] - ar->winrct.xmin, xy[1] - ar->winrct.ymin};
float dist_fac = 0.0f, alpha = 0.0f;
if (az->direction == AZ_SCROLL_HOR) {
dist_fac = BLI_rcti_length_y(&v2d->hor, local_xy[1]) / AZONEFADEIN;
CLAMP(dist_fac, 0.0f, 1.0f);
alpha = 1.0f - dist_fac;
v2d->alpha_hor = alpha * 255;
}
else if (az->direction == AZ_SCROLL_VERT) {
dist_fac = BLI_rcti_length_x(&v2d->vert, local_xy[0]) / AZONEFADEIN;
CLAMP(dist_fac, 0.0f, 1.0f);
alpha = 1.0f - dist_fac;
v2d->alpha_vert = alpha * 255;
}
az->alpha = alpha;
redraw = true;
}
2018-06-20 15:50:54 +02:00
if (redraw) {
ED_area_tag_redraw_no_rebuild(sa);
}
/* Don't return! */
}
}
}
UI: Preferences Redesign Part 2 (Part 1 was 00963afc14978b) Does the following changes visible to users: * Use panels and sub-panels for more structured & logical grouping * Re-organized options more logically than before (see images in D4148) * Use flow layout (single column by default). * New layout uses horizontal margin if there's enough space. * Change size of Preferences window to suit new layout. * Move keymap related options from "Input" into own section. * Own, left-bottom aligned region for Save Preferences button. * Adjustments of names, tooltips & icons. * Move buttons from header into the main region (except editor switch). * Hide Preferences header when opened in temporary window. * Use full area width for header. * Don't use slider but regular number widget for UI scale. * Gray out animation player path option if player isn't "Custom" Internal changes: * Rearrange RNA properties to match changed UI structure. * Introduces new "EXECUTE" region type, see reasoning in D3982. * Changes to panel layout and AZone code for dynamic panel region. * Bumps subversion and does versioning for new regions. RNA changes are documented in the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API Design & implementation mostly done by @billreynish and myself. I recommend checking out the screenshots posted by William: https://developer.blender.org/D4148#93787 Reviewed By: brecht Maniphest Tasks: T54115 Differential Revision: https://developer.blender.org/D4148
2019-01-04 21:40:16 +01:00
else if (!test_only && !IS_EQF(az->alpha, 0.0f)) {
bool changed = false;
if (az->type == AZONE_FULLSCREEN) {
az->alpha = 0.0f;
changed = true;
}
else if (az->type == AZONE_REGION_SCROLL) {
if (az->direction == AZ_SCROLL_VERT) {
az->alpha = az->ar->v2d.alpha_vert = 0;
changed = true;
}
else if (az->direction == AZ_SCROLL_HOR) {
az->alpha = az->ar->v2d.alpha_hor = 0;
changed = true;
}
else {
BLI_assert(0);
}
}
if (changed) {
sa->flag &= ~AREA_FLAG_ACTIONZONES_UPDATE;
ED_area_tag_redraw_no_rebuild(sa);
}
}
}
return az;
}
/* Finds an actionzone by position in entire screen so azones can overlap */
static AZone *screen_actionzone_find_xy(bScreen *sc, const int xy[2])
{
for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
AZone *az = area_actionzone_refresh_xy(sa, xy, true);
if (az != NULL) {
return az;
}
}
return NULL;
}
/* Returns the area that the azone belongs to */
static ScrArea *screen_actionzone_area(bScreen *sc, const AZone *az)
{
for (ScrArea *area = sc->areabase.first; area; area = area->next) {
for (AZone *zone = area->actionzones.first; zone; zone = zone->next) {
if (zone == az) {
return area;
}
}
}
return NULL;
}
AZone *ED_area_actionzone_find_xy(ScrArea *sa, const int xy[2])
{
return area_actionzone_refresh_xy(sa, xy, true);
}
UI: Preferences Redesign Part 2 (Part 1 was 00963afc14978b) Does the following changes visible to users: * Use panels and sub-panels for more structured & logical grouping * Re-organized options more logically than before (see images in D4148) * Use flow layout (single column by default). * New layout uses horizontal margin if there's enough space. * Change size of Preferences window to suit new layout. * Move keymap related options from "Input" into own section. * Own, left-bottom aligned region for Save Preferences button. * Adjustments of names, tooltips & icons. * Move buttons from header into the main region (except editor switch). * Hide Preferences header when opened in temporary window. * Use full area width for header. * Don't use slider but regular number widget for UI scale. * Gray out animation player path option if player isn't "Custom" Internal changes: * Rearrange RNA properties to match changed UI structure. * Introduces new "EXECUTE" region type, see reasoning in D3982. * Changes to panel layout and AZone code for dynamic panel region. * Bumps subversion and does versioning for new regions. RNA changes are documented in the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API Design & implementation mostly done by @billreynish and myself. I recommend checking out the screenshots posted by William: https://developer.blender.org/D4148#93787 Reviewed By: brecht Maniphest Tasks: T54115 Differential Revision: https://developer.blender.org/D4148
2019-01-04 21:40:16 +01:00
AZone *ED_area_azones_update(ScrArea *sa, const int xy[2])
{
return area_actionzone_refresh_xy(sa, xy, false);
}
static void actionzone_exit(wmOperator *op)
{
if (op->customdata)
MEM_freeN(op->customdata);
2012-05-08 11:48:19 +00:00
op->customdata = NULL;
}
/* send EVT_ACTIONZONE event */
static void actionzone_apply(bContext *C, wmOperator *op, int type)
{
wmEvent event;
2012-05-08 11:48:19 +00:00
wmWindow *win = CTX_wm_window(C);
sActionzoneData *sad = op->customdata;
2012-05-08 11:48:19 +00:00
sad->modifier = RNA_int_get(op->ptr, "modifier");
wm_event_init_from_window(win, &event);
2012-05-08 11:48:19 +00:00
if (type == AZONE_AREA)
event.type = EVT_ACTIONZONE_AREA;
else if (type == AZONE_FULLSCREEN)
event.type = EVT_ACTIONZONE_FULLSCREEN;
else
2012-05-08 11:48:19 +00:00
event.type = EVT_ACTIONZONE_REGION;
event.val = KM_NOTHING;
2012-05-08 11:48:19 +00:00
event.customdata = op->customdata;
event.customdatafree = true;
2012-05-08 11:48:19 +00:00
op->customdata = NULL;
wm_event_add(win, &event);
}
static int actionzone_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
bScreen *sc = CTX_wm_screen(C);
AZone *az = screen_actionzone_find_xy(sc, &event->x);
sActionzoneData *sad;
2018-06-29 20:54:44 +02:00
/* quick escape - Scroll azones only hide/unhide the scroll-bars, they have their own handling. */
if (az == NULL || ELEM(az->type, AZONE_REGION_SCROLL))
return OPERATOR_PASS_THROUGH;
/* ok we do the actionzone */
2012-05-08 11:48:19 +00:00
sad = op->customdata = MEM_callocN(sizeof(sActionzoneData), "sActionzoneData");
sad->sa1 = screen_actionzone_area(sc, az);
2012-05-08 11:48:19 +00:00
sad->az = az;
sad->x = event->x; sad->y = event->y;
/* region azone directly reacts on mouse clicks */
if (ELEM(sad->az->type, AZONE_REGION, AZONE_FULLSCREEN)) {
actionzone_apply(C, op, sad->az->type);
actionzone_exit(op);
return OPERATOR_FINISHED;
}
else {
/* add modal handler */
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
}
static int actionzone_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
bScreen *sc = CTX_wm_screen(C);
2012-05-08 11:48:19 +00:00
sActionzoneData *sad = op->customdata;
switch (event->type) {
case MOUSEMOVE:
{
bool is_gesture;
const int delta_x = (event->x - sad->x);
const int delta_y = (event->y - sad->y);
/* Movement in dominant direction. */
const int delta_max = max_ii(ABS(delta_x), ABS(delta_y));
/* Movement in dominant direction before action taken. */
const int join_threshold = (0.6 * U.widget_unit);
const int split_threshold = (1.2 * U.widget_unit);
const int area_threshold = (0.1 * U.widget_unit);
/* Calculate gesture cardinal direction. */
if (delta_y > ABS(delta_x))
2012-05-08 11:48:19 +00:00
sad->gesture_dir = 'n';
else if (delta_x >= ABS(delta_y))
2012-05-08 11:48:19 +00:00
sad->gesture_dir = 'e';
else if (delta_y < -ABS(delta_x))
2012-05-08 11:48:19 +00:00
sad->gesture_dir = 's';
else
2012-05-08 11:48:19 +00:00
sad->gesture_dir = 'w';
if (sad->az->type == AZONE_AREA) {
wmWindow *win = CTX_wm_window(C);
rcti screen_rect;
WM_window_screen_rect_calc(win, &screen_rect);
/* Have we dragged off the zone and are not on an edge? */
if ((ED_area_actionzone_find_xy(sad->sa1, &event->x) != sad->az) &&
2019-02-26 14:31:14 +11:00
(screen_geom_area_map_find_active_scredge(
AREAMAP_FROM_SCREEN(sc), &screen_rect, event->x, event->y) == NULL))
{
/* Are we still in same area? */
if (BKE_screen_find_area_xy(sc, SPACE_TYPE_ANY, event->x, event->y) == sad->sa1) {
/* Same area, so possible split. */
WM_cursor_set(win, (ELEM(sad->gesture_dir, 'n', 's')) ? BC_V_SPLITCURSOR : BC_H_SPLITCURSOR);
is_gesture = (delta_max > split_threshold);
}
else {
/* Different area, so posible join. */
if (sad->gesture_dir == 'n')
WM_cursor_set(win, BC_N_ARROWCURSOR);
else if (sad->gesture_dir == 's')
WM_cursor_set(win, BC_S_ARROWCURSOR);
else if (sad->gesture_dir == 'e')
WM_cursor_set(win, BC_E_ARROWCURSOR);
else
WM_cursor_set(win, BC_W_ARROWCURSOR);
is_gesture = (delta_max > join_threshold);
}
}
else {
WM_cursor_set(CTX_wm_window(C), BC_CROSSCURSOR);
is_gesture = false;
}
}
else {
is_gesture = (delta_max > area_threshold);
}
/* gesture is large enough? */
if (is_gesture) {
/* second area, for join when (sa1 != sa2) */
sad->sa2 = BKE_screen_find_area_xy(sc, SPACE_TYPE_ANY, event->x, event->y);
/* apply sends event */
actionzone_apply(C, op, sad->az->type);
actionzone_exit(op);
return OPERATOR_FINISHED;
}
break;
}
case ESCKEY:
actionzone_exit(op);
return OPERATOR_CANCELLED;
case LEFTMOUSE:
actionzone_exit(op);
return OPERATOR_CANCELLED;
}
return OPERATOR_RUNNING_MODAL;
}
static void actionzone_cancel(bContext *UNUSED(C), wmOperator *op)
{
actionzone_exit(op);
}
static void SCREEN_OT_actionzone(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Handle Area Action Zones";
ot->description = "Handle area action zones for mouse actions/gestures";
ot->idname = "SCREEN_OT_actionzone";
ot->invoke = actionzone_invoke;
ot->modal = actionzone_modal;
ot->poll = actionzone_area_poll;
ot->cancel = actionzone_cancel;
/* flags */
ot->flag = OPTYPE_BLOCKING | OPTYPE_INTERNAL;
RNA_def_int(ot->srna, "modifier", 0, 0, 2, "Modifier", "Modifier state", 0, 2);
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Swap Area Operator
* \{ */
/* operator state vars used:
* sa1 start area
* sa2 area to swap with
*
* functions:
*
* init() set custom data for operator, based on actionzone event custom data
*
* cancel() cancel the operator
*
* exit() cleanup, send notifier
*
* callbacks:
*
* invoke() gets called on shift+lmb drag in actionzone
* call init(), add handler
*
* modal() accept modal events while doing it
*/
typedef struct sAreaSwapData {
ScrArea *sa1, *sa2;
} sAreaSwapData;
static int area_swap_init(wmOperator *op, const wmEvent *event)
{
2012-05-08 11:48:19 +00:00
sAreaSwapData *sd = NULL;
sActionzoneData *sad = event->customdata;
2012-05-08 11:48:19 +00:00
if (sad == NULL || sad->sa1 == NULL)
return 0;
2012-05-08 11:48:19 +00:00
sd = MEM_callocN(sizeof(sAreaSwapData), "sAreaSwapData");
sd->sa1 = sad->sa1;
sd->sa2 = sad->sa2;
op->customdata = sd;
return 1;
}
static void area_swap_exit(bContext *C, wmOperator *op)
{
WM_cursor_modal_restore(CTX_wm_window(C));
if (op->customdata)
MEM_freeN(op->customdata);
2012-05-08 11:48:19 +00:00
op->customdata = NULL;
}
static void area_swap_cancel(bContext *C, wmOperator *op)
{
area_swap_exit(C, op);
}
static int area_swap_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
if (!area_swap_init(op, event))
return OPERATOR_PASS_THROUGH;
/* add modal handler */
WM_cursor_modal_set(CTX_wm_window(C), BC_SWAPAREA_CURSOR);
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
static int area_swap_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
2012-05-08 11:48:19 +00:00
sActionzoneData *sad = op->customdata;
switch (event->type) {
case MOUSEMOVE:
/* second area, for join */
sad->sa2 = BKE_screen_find_area_xy(CTX_wm_screen(C), SPACE_TYPE_ANY, event->x, event->y);
break;
case LEFTMOUSE: /* release LMB */
2012-05-08 11:48:19 +00:00
if (event->val == KM_RELEASE) {
if (!sad->sa2 || sad->sa1 == sad->sa2) {
area_swap_cancel(C, op);
return OPERATOR_CANCELLED;
}
ED_area_tag_redraw(sad->sa1);
ED_area_tag_redraw(sad->sa2);
ED_area_swapspace(C, sad->sa1, sad->sa2);
area_swap_exit(C, op);
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
return OPERATOR_FINISHED;
}
break;
case ESCKEY:
area_swap_cancel(C, op);
return OPERATOR_CANCELLED;
}
return OPERATOR_RUNNING_MODAL;
}
static void SCREEN_OT_area_swap(wmOperatorType *ot)
{
ot->name = "Swap Areas";
ot->description = "Swap selected areas screen positions";
ot->idname = "SCREEN_OT_area_swap";
ot->invoke = area_swap_invoke;
ot->modal = area_swap_modal;
ot->poll = ED_operator_areaactive;
ot->cancel = area_swap_cancel;
ot->flag = OPTYPE_BLOCKING;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Area Duplicate Operator
*
* Create new window from area.
* \{ */
/* operator callback */
static int area_dupli_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
Main *bmain = CTX_data_main(C);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
wmWindow *newwin, *win = CTX_wm_window(C);
Scene *scene;
WorkSpace *workspace = WM_window_get_active_workspace(win);
WorkSpaceLayout *layout_old = WM_window_get_active_layout(win);
WorkSpaceLayout *layout_new;
bScreen *newsc;
ScrArea *sa;
rcti rect;
2012-05-08 11:48:19 +00:00
win = CTX_wm_window(C);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
scene = CTX_data_scene(C);
2012-05-08 11:48:19 +00:00
sa = CTX_wm_area(C);
/* XXX hrmf! */
2012-05-08 11:48:19 +00:00
if (event->type == EVT_ACTIONZONE_AREA) {
sActionzoneData *sad = event->customdata;
2012-05-08 11:48:19 +00:00
if (sad == NULL)
return OPERATOR_PASS_THROUGH;
2012-05-08 11:48:19 +00:00
sa = sad->sa1;
}
/* adds window to WM */
2012-05-08 11:48:19 +00:00
rect = sa->totrct;
BLI_rcti_translate(&rect, win->posx, win->posy);
2013-04-19 00:37:30 +00:00
rect.xmax = rect.xmin + BLI_rcti_size_x(&rect) / U.pixelsize;
rect.ymax = rect.ymin + BLI_rcti_size_y(&rect) / U.pixelsize;
2012-05-08 11:48:19 +00:00
newwin = WM_window_open(C, &rect);
if (newwin == NULL) {
BKE_report(op->reports, RPT_ERROR, "Failed to open window!");
goto finally;
}
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
*newwin->stereo3d_format = *win->stereo3d_format;
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
newwin->scene = scene;
BKE_workspace_active_set(newwin->workspace_hook, workspace);
/* allocs new screen and adds to newly created window, using window size */
layout_new = ED_workspace_layout_add(bmain, workspace, newwin, BKE_workspace_layout_name_get(layout_old));
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
newsc = BKE_workspace_layout_screen_get(layout_new);
WM_window_set_active_layout(newwin, workspace, layout_new);
/* copy area to new screen */
ED_area_data_copy((ScrArea *)newsc->areabase.first, sa, true);
ED_area_tag_redraw((ScrArea *)newsc->areabase.first);
/* screen, areas init */
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
finally:
2012-05-08 11:48:19 +00:00
if (event->type == EVT_ACTIONZONE_AREA)
actionzone_exit(op);
if (newwin) {
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
static void SCREEN_OT_area_dupli(wmOperatorType *ot)
{
ot->name = "Duplicate Area into New Window";
ot->description = "Duplicate selected area into new window";
ot->idname = "SCREEN_OT_area_dupli";
ot->invoke = area_dupli_invoke;
ot->poll = ED_operator_areaactive;
}
2018-01-21 01:41:58 +11:00
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Move Area Edge Operator
* \{ */
/* operator state vars used:
2012-05-08 11:48:19 +00:00
* x, y mouse coord near edge
* delta movement of edge
*
* functions:
*
* init() set default property values, find edge based on mouse coords, test
* if the edge can be moved, select edges, calculate min and max movement
*
* apply() apply delta on selection
*
* exit() cleanup, send notifier
*
* cancel() cancel moving
*
* callbacks:
*
* exec() execute without any user interaction, based on properties
* call init(), apply(), exit()
*
* invoke() gets called on mouse click near edge
* call init(), add handler
*
* modal() accept modal events while doing it
* call apply() with delta motion
* call exit() and remove handler
*/
typedef struct sAreaMoveData {
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
int bigger, smaller, origval, step;
char dir;
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
enum AreaMoveSnapType {
/* Snapping disabled */
SNAP_NONE = 0,
/* Snap to an invisible grid with a unit defined in AREAGRID */
SNAP_AREAGRID,
2018-07-13 08:18:18 +02:00
/* Snap to fraction (half, third.. etc) and adjacent edges. */
SNAP_FRACTION_AND_ADJACENT,
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
/* Snap to either bigger or smaller, nothing in-between (used for
* global areas). This has priority over other snap types, if it is
2018-07-13 08:18:18 +02:00
* used, toggling SNAP_FRACTION_AND_ADJACENT doesn't work. */
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
SNAP_BIGGER_SMALLER_ONLY,
} snap_type;
} sAreaMoveData;
/* helper call to move area-edge, sets limits
* need window bounds in order to get correct limits */
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 area_move_set_limits(
wmWindow *win, bScreen *sc, int dir,
int *bigger, int *smaller,
bool *use_bigger_smaller_snap)
{
rcti window_rect;
int areaminy = ED_area_headersize();
int areamin;
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
/* we check all areas and test for free space with MINSIZE */
2012-05-08 11:48:19 +00:00
*bigger = *smaller = 100000;
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 (use_bigger_smaller_snap != NULL) {
*use_bigger_smaller_snap = false;
for (ScrArea *area = win->global_areas.areabase.first; area; area = area->next) {
int size_min = ED_area_global_min_size_y(area) - 1;
int size_max = ED_area_global_max_size_y(area) - 1;
size_min = max_ii(size_min, 0);
BLI_assert(size_min < size_max);
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
/* logic here is only tested for lower edge :) */
/* left edge */
if ((area->v1->editflag && area->v2->editflag)) {
*smaller = area->v4->vec.x - size_max;
*bigger = area->v4->vec.x - size_min;
*use_bigger_smaller_snap = true;
return;
}
/* top edge */
else if ((area->v2->editflag && area->v3->editflag)) {
*smaller = area->v1->vec.y + size_min;
*bigger = area->v1->vec.y + size_max;
*use_bigger_smaller_snap = true;
return;
}
/* right edge */
else if ((area->v3->editflag && area->v4->editflag)) {
*smaller = area->v1->vec.x + size_min;
*bigger = area->v1->vec.x + size_max;
*use_bigger_smaller_snap = true;
return;
}
/* lower edge */
else if ((area->v4->editflag && area->v1->editflag)) {
*smaller = area->v2->vec.y - size_max;
*bigger = area->v2->vec.y - size_min;
*use_bigger_smaller_snap = true;
return;
}
}
}
WM_window_rect_calc(win, &window_rect);
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
for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
2012-05-08 11:48:19 +00:00
if (dir == 'h') {
int y1;
areamin = areaminy;
if (sa->v1->vec.y > window_rect.ymin)
areamin += U.pixelsize;
if (sa->v2->vec.y < (window_rect.ymax - 1))
areamin += U.pixelsize;
y1 = screen_geom_area_height(sa) - areamin;
/* if top or down edge selected, test height */
if (sa->v1->editflag && sa->v4->editflag)
2012-10-24 05:06:40 +00:00
*bigger = min_ii(*bigger, y1);
else if (sa->v2->editflag && sa->v3->editflag)
2012-10-24 05:06:40 +00:00
*smaller = min_ii(*smaller, y1);
}
else {
int x1;
areamin = AREAMINX;
if (sa->v1->vec.x > window_rect.xmin)
areamin += U.pixelsize;
if (sa->v4->vec.x < (window_rect.xmax - 1))
areamin += U.pixelsize;
x1 = screen_geom_area_width(sa) - areamin;
/* if left or right edge selected, test width */
if (sa->v1->editflag && sa->v2->editflag)
2012-10-24 05:06:40 +00:00
*bigger = min_ii(*bigger, x1);
else if (sa->v3->editflag && sa->v4->editflag)
2012-10-24 05:06:40 +00:00
*smaller = min_ii(*smaller, x1);
}
}
}
/* validate selection inside screen, set variables OK */
/* return 0: init failed */
2012-05-08 11:48:19 +00:00
static int area_move_init(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
bScreen *sc = CTX_wm_screen(C);
wmWindow *win = CTX_wm_window(C);
ScrEdge *actedge;
sAreaMoveData *md;
int x, y;
/* required properties */
2012-05-08 11:48:19 +00:00
x = RNA_int_get(op->ptr, "x");
y = RNA_int_get(op->ptr, "y");
/* setup */
actedge = screen_geom_find_active_scredge(win, sc, x, y);
2012-05-08 11:48:19 +00:00
if (actedge == NULL) return 0;
2012-05-08 11:48:19 +00:00
md = MEM_callocN(sizeof(sAreaMoveData), "sAreaMoveData");
op->customdata = md;
md->dir = screen_geom_edge_is_horizontal(actedge) ? 'h' : 'v';
2012-05-08 11:48:19 +00:00
if (md->dir == 'h') md->origval = actedge->v1->vec.y;
else md->origval = actedge->v1->vec.x;
screen_geom_select_connected_edge(win, actedge);
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
/* now all vertices with 'flag == 1' are the ones that can be moved. Move this to editflag */
ED_screen_verts_iter(win, sc, v1) {
v1->editflag = v1->flag;
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
}
bool use_bigger_smaller_snap = false;
area_move_set_limits(win, sc, md->dir, &md->bigger, &md->smaller, &use_bigger_smaller_snap);
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
md->snap_type = use_bigger_smaller_snap ? SNAP_BIGGER_SMALLER_ONLY : SNAP_AREAGRID;
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
return 1;
}
static int area_snap_calc_location(
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 bScreen *sc, const enum AreaMoveSnapType snap_type,
const int delta, const int origval, const int dir,
const int bigger, const int smaller)
{
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
BLI_assert(snap_type != SNAP_NONE);
int m_cursor_final = -1;
const int m_cursor = origval + delta;
const int m_span = (float)(bigger + smaller);
const int m_min = origval - smaller;
// const int axis_max = axis_min + m_span;
switch (snap_type) {
case SNAP_AREAGRID:
m_cursor_final = m_cursor;
if (delta != bigger && delta != -smaller) {
m_cursor_final -= (m_cursor % AREAGRID);
CLAMP(m_cursor_final, origval - smaller, origval + bigger);
}
break;
case SNAP_BIGGER_SMALLER_ONLY:
m_cursor_final = (m_cursor >= bigger) ? bigger : smaller;
break;
2018-07-13 08:18:18 +02:00
case SNAP_FRACTION_AND_ADJACENT:
{
const int axis = (dir == 'v') ? 0 : 1;
int snap_dist_best = INT_MAX;
{
const float div_array[] = {
/* Middle. */
1.0f / 2.0f,
/* Thirds. */
1.0f / 3.0f, 2.0f / 3.0f,
/* Quaters. */
1.0f / 4.0f, 3.0f / 4.0f,
/* Eighth. */
1.0f / 8.0f, 3.0f / 8.0f,
5.0f / 8.0f, 7.0f / 8.0f,
};
/* Test the snap to the best division. */
for (int i = 0; i < ARRAY_SIZE(div_array); i++) {
const int m_cursor_test = m_min + round_fl_to_int(m_span * div_array[i]);
const int snap_dist_test = abs(m_cursor - m_cursor_test);
if (snap_dist_best >= snap_dist_test) {
snap_dist_best = snap_dist_test;
m_cursor_final = m_cursor_test;
}
}
}
for (const ScrVert *v1 = sc->vertbase.first; v1; v1 = v1->next) {
if (!v1->editflag) {
continue;
}
const int v_loc = (&v1->vec.x)[!axis];
for (const ScrVert *v2 = sc->vertbase.first; v2; v2 = v2->next) {
if (v2->editflag) {
continue;
}
if (v_loc == (&v2->vec.x)[!axis]) {
const int v_loc2 = (&v2->vec.x)[axis];
/* Do not snap to the vertices at the ends. */
if ((origval - smaller) < v_loc2 && v_loc2 < (origval + bigger)) {
const int snap_dist_test = abs(m_cursor - v_loc2);
if (snap_dist_best >= snap_dist_test) {
snap_dist_best = snap_dist_test;
m_cursor_final = v_loc2;
}
}
}
}
}
break;
}
2018-06-02 21:38:31 +02:00
case SNAP_NONE:
break;
}
BLI_assert(ELEM(snap_type, SNAP_BIGGER_SMALLER_ONLY) ||
IN_RANGE_INCL(m_cursor_final, origval - smaller, origval + bigger));
return m_cursor_final;
}
/* moves selected screen edge amount of delta, used by split & move */
static void area_move_apply_do(
const bContext *C, int delta,
const int origval, const int dir,
const int bigger, const int smaller,
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 enum AreaMoveSnapType snap_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
wmWindow *win = CTX_wm_window(C);
2012-05-08 11:48:19 +00:00
bScreen *sc = CTX_wm_screen(C);
short final_loc = -1;
bool doredraw = false;
if (snap_type != SNAP_BIGGER_SMALLER_ONLY) {
CLAMP(delta, -smaller, bigger);
}
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 (snap_type == SNAP_NONE) {
final_loc = origval + delta;
}
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
else {
final_loc = area_snap_calc_location(sc, snap_type, delta, origval, dir, bigger, smaller);
}
BLI_assert(final_loc != -1);
short axis = (dir == 'v') ? 0 : 1;
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
ED_screen_verts_iter(win, sc, v1) {
if (v1->editflag) {
short oldval = (&v1->vec.x)[axis];
(&v1->vec.x)[axis] = final_loc;
if (oldval == final_loc) {
/* nothing will change to the other vertices either. */
break;
}
doredraw = true;
}
}
/* only redraw if we actually moved a screen vert, for AREAGRID */
if (doredraw) {
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
bool redraw_all = false;
ED_screen_areas_iter(win, sc, sa) {
if (sa->v1->editflag || sa->v2->editflag || sa->v3->editflag || sa->v4->editflag) {
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 (ED_area_is_global(sa)) {
/* Snap to minimum or maximum for global areas. */
int height = round_fl_to_int(screen_geom_area_height(sa) / UI_DPI_FAC);
if (abs(height - sa->global->size_min) < abs(height - sa->global->size_max)) {
sa->global->cur_fixed_height = sa->global->size_min;
}
else {
sa->global->cur_fixed_height = sa->global->size_max;
}
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
sc->do_refresh = true;
redraw_all = true;
}
ED_area_tag_redraw(sa);
}
}
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 (redraw_all) {
ED_screen_areas_iter(win, sc, sa) {
ED_area_tag_redraw(sa);
}
}
ED_screen_global_areas_sync(win);
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL); /* redraw everything */
/* Update preview thumbnail */
BKE_icon_changed(sc->id.icon_id);
}
}
static void area_move_apply(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
sAreaMoveData *md = op->customdata;
int delta = RNA_int_get(op->ptr, "delta");
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
area_move_apply_do(C, delta, md->origval, md->dir, md->bigger, md->smaller, md->snap_type);
}
static void area_move_exit(bContext *C, wmOperator *op)
{
if (op->customdata)
MEM_freeN(op->customdata);
2012-05-08 11:48:19 +00:00
op->customdata = NULL;
/* this makes sure aligned edges will result in aligned grabbing */
BKE_screen_remove_double_scrverts(CTX_wm_screen(C));
BKE_screen_remove_double_scredges(CTX_wm_screen(C));
G.moving &= ~G_TRANSFORM_WM;
}
static int area_move_exec(bContext *C, wmOperator *op)
{
if (!area_move_init(C, op))
return OPERATOR_CANCELLED;
area_move_apply(C, op);
area_move_exit(C, op);
return OPERATOR_FINISHED;
}
/* interaction callback */
static int area_move_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
RNA_int_set(op->ptr, "x", event->x);
RNA_int_set(op->ptr, "y", event->y);
if (!area_move_init(C, op))
return OPERATOR_PASS_THROUGH;
G.moving |= G_TRANSFORM_WM;
/* add temp handler */
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
static void area_move_cancel(bContext *C, wmOperator *op)
{
RNA_int_set(op->ptr, "delta", 0);
area_move_apply(C, op);
area_move_exit(C, op);
}
/* modal callback for while moving edges */
static int area_move_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
2012-05-08 11:48:19 +00:00
sAreaMoveData *md = op->customdata;
int delta, x, y;
/* execute the events */
switch (event->type) {
case MOUSEMOVE:
{
2012-05-08 11:48:19 +00:00
x = RNA_int_get(op->ptr, "x");
y = RNA_int_get(op->ptr, "y");
2012-05-08 11:48:19 +00:00
delta = (md->dir == 'v') ? event->x - x : event->y - y;
RNA_int_set(op->ptr, "delta", delta);
area_move_apply(C, op);
break;
}
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
case EVT_MODAL_MAP:
{
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
switch (event->val) {
case KM_MODAL_APPLY:
area_move_exit(C, op);
return OPERATOR_FINISHED;
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
case KM_MODAL_CANCEL:
area_move_cancel(C, op);
return OPERATOR_CANCELLED;
case KM_MODAL_SNAP_ON:
if (md->snap_type != SNAP_BIGGER_SMALLER_ONLY) {
2018-07-13 08:18:18 +02:00
md->snap_type = SNAP_FRACTION_AND_ADJACENT;
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
}
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
break;
case KM_MODAL_SNAP_OFF:
if (md->snap_type != SNAP_BIGGER_SMALLER_ONLY) {
md->snap_type = SNAP_AREAGRID;
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
}
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
break;
}
break;
}
}
return OPERATOR_RUNNING_MODAL;
}
static void SCREEN_OT_area_move(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Move Area Edges";
ot->description = "Move selected area edges";
ot->idname = "SCREEN_OT_area_move";
ot->exec = area_move_exec;
ot->invoke = area_move_invoke;
ot->cancel = area_move_cancel;
ot->modal = area_move_modal;
ot->poll = ED_operator_screen_mainwinactive; /* when mouse is over area-edge */
/* flags */
ot->flag = OPTYPE_BLOCKING | OPTYPE_INTERNAL;
/* rna */
RNA_def_int(ot->srna, "x", 0, INT_MIN, INT_MAX, "X", "", INT_MIN, INT_MAX);
RNA_def_int(ot->srna, "y", 0, INT_MIN, INT_MAX, "Y", "", INT_MIN, INT_MAX);
RNA_def_int(ot->srna, "delta", 0, INT_MIN, INT_MAX, "Delta", "", INT_MIN, INT_MAX);
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Split Area Operator
* \{ */
/*
* operator state vars:
* fac spit point
* dir direction 'v' or 'h'
*
* operator customdata:
2012-05-08 11:48:19 +00:00
* area pointer to (active) area
* x, y last used mouse pos
* (more, see below)
*
* functions:
*
* init() set default property values, find area based on context
*
* apply() split area based on state vars
*
* exit() cleanup, send notifier
*
* cancel() remove duplicated area
*
* callbacks:
*
* exec() execute without any user interaction, based on state vars
* call init(), apply(), exit()
*
* invoke() gets called on mouse click in action-widget
* call init(), add modal handler
* call apply() with initial motion
*
* modal() accept modal events while doing it
* call move-areas code with delta motion
* call exit() or cancel() and remove handler
*/
typedef struct sAreaSplitData {
2012-05-08 11:48:19 +00:00
int origval; /* for move areas */
int bigger, smaller; /* constraints for moving new edge */
int delta; /* delta move edge */
int origmin, origsize; /* to calculate fac, for property storage */
int previewmode; /* draw previewline, then split */
void *draw_callback; /* call `ED_screen_draw_split_preview` */
bool do_snap;
2012-05-08 11:48:19 +00:00
ScrEdge *nedge; /* new edge */
ScrArea *sarea; /* start area */
ScrArea *narea; /* new area */
} sAreaSplitData;
static void area_split_draw_cb(const struct wmWindow *UNUSED(win), void *userdata)
{
const wmOperator *op = userdata;
sAreaSplitData *sd = op->customdata;
if (sd->sarea) {
int dir = RNA_enum_get(op->ptr, "direction");
float fac = RNA_float_get(op->ptr, "factor");
ED_screen_draw_split_preview(sd->sarea, dir, fac);
}
}
/* generic init, menu case, doesn't need active area */
static int area_split_menu_init(bContext *C, wmOperator *op)
{
sAreaSplitData *sd;
/* custom data */
sd = (sAreaSplitData *)MEM_callocN(sizeof(sAreaSplitData), "op_area_split");
2012-05-08 11:48:19 +00:00
op->customdata = sd;
2012-05-08 11:48:19 +00:00
sd->sarea = CTX_wm_area(C);
return 1;
}
/* generic init, no UI stuff here, assumes active area */
static int area_split_init(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
ScrArea *sa = CTX_wm_area(C);
sAreaSplitData *sd;
int areaminy = ED_area_headersize();
int dir;
/* required context */
2012-05-08 11:48:19 +00:00
if (sa == NULL) return 0;
/* required properties */
2012-05-08 11:48:19 +00:00
dir = RNA_enum_get(op->ptr, "direction");
/* minimal size */
2012-05-08 11:48:19 +00:00
if (dir == 'v' && sa->winx < 2 * AREAMINX) return 0;
if (dir == 'h' && sa->winy < 2 * areaminy) return 0;
/* custom data */
sd = (sAreaSplitData *)MEM_callocN(sizeof(sAreaSplitData), "op_area_split");
2012-05-08 11:48:19 +00:00
op->customdata = sd;
2012-05-08 11:48:19 +00:00
sd->sarea = sa;
if (dir == 'v') {
sd->origmin = sa->v1->vec.x;
sd->origsize = sa->v4->vec.x - sd->origmin;
}
else {
sd->origmin = sa->v1->vec.y;
sd->origsize = sa->v2->vec.y - sd->origmin;
}
return 1;
}
/* with sa as center, sb is located at: 0=W, 1=N, 2=E, 3=S */
/* used with split operator */
static ScrEdge *area_findsharededge(bScreen *screen, ScrArea *sa, ScrArea *sb)
{
2012-05-08 11:48:19 +00:00
ScrVert *sav1 = sa->v1;
ScrVert *sav2 = sa->v2;
ScrVert *sav3 = sa->v3;
ScrVert *sav4 = sa->v4;
ScrVert *sbv1 = sb->v1;
ScrVert *sbv2 = sb->v2;
ScrVert *sbv3 = sb->v3;
ScrVert *sbv4 = sb->v4;
2012-05-08 11:48:19 +00:00
if (sav1 == sbv4 && sav2 == sbv3) { /* sa to right of sb = W */
return BKE_screen_find_edge(screen, sav1, sav2);
}
2012-05-08 11:48:19 +00:00
else if (sav2 == sbv1 && sav3 == sbv4) { /* sa to bottom of sb = N */
return BKE_screen_find_edge(screen, sav2, sav3);
}
2012-05-08 11:48:19 +00:00
else if (sav3 == sbv2 && sav4 == sbv1) { /* sa to left of sb = E */
return BKE_screen_find_edge(screen, sav3, sav4);
}
2012-05-08 11:48:19 +00:00
else if (sav1 == sbv2 && sav4 == sbv3) { /* sa on top of sb = S*/
return BKE_screen_find_edge(screen, sav1, sav4);
}
return NULL;
}
Lots of stuff; couldn't commit in parts because of refactor work. * Changes in interface/ module This commit brings back the way how buttons/menus work under control of WM event system. The previous implementation extended usage of handlers and operators in an interesting but confusing way. Better to try it first according the design specs. :) Most obviously: - modal-handler operators are not stored anymore in regions/areas/windows. such modal handlers own their operator, and should remove it themselves. - removed code to move handlers from one queue to another. (needs review with brecht!) - WM fix: the API call to remove a modal handler got removed. This was a dangerous thing anyway, and you should leave that to the event system. Now, if a handler modal() call gets a cancel/finish return, it frees itself in event system. WM_event_remove_modal_handler was a confusing call anyway! Todo: - allow button-activate to refresh after using button - re-enable arrow keys for menus (do both after commit) - review return values of operator callbacks in interface_ops.c * Fixes in WM system - Freeing areas/regions/windows, also on quit, now correctly closes running modal handlers - On starting a modal handler, the handler now stores previous area and region context, so they send proper notifiers etc. * Other fixes - Area-split operator had bug, wrong minimal size checking. This solves error when trying to split a very narrow area. - removed DNA_USHORT_FIX from screen_types.h, gave warning - operators didn't get ID name copied when activated, needed for later re-use or saving.
2008-12-02 14:22:52 +00:00
/* do the split, return success */
static int area_split_apply(bContext *C, wmOperator *op)
{
const wmWindow *win = CTX_wm_window(C);
2012-05-08 11:48:19 +00:00
bScreen *sc = CTX_wm_screen(C);
sAreaSplitData *sd = (sAreaSplitData *)op->customdata;
float fac;
int dir;
2012-05-08 11:48:19 +00:00
fac = RNA_float_get(op->ptr, "factor");
dir = RNA_enum_get(op->ptr, "direction");
sd->narea = area_split(win, sc, sd->sarea, dir, fac, 0); /* 0 = no merge */
if (sd->narea) {
2012-05-08 11:48:19 +00:00
sd->nedge = area_findsharededge(sc, sd->sarea, sd->narea);
/* select newly created edge, prepare for moving edge */
ED_screen_verts_iter(win, sc, sv) {
sv->editflag = 0;
}
sd->nedge->v1->editflag = 1;
sd->nedge->v2->editflag = 1;
2012-05-08 11:48:19 +00:00
if (dir == 'h') sd->origval = sd->nedge->v1->vec.y;
else sd->origval = sd->nedge->v1->vec.x;
ED_area_tag_redraw(sd->sarea);
ED_area_tag_redraw(sd->narea);
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
/* Update preview thumbnail */
BKE_icon_changed(sc->id.icon_id);
Lots of stuff; couldn't commit in parts because of refactor work. * Changes in interface/ module This commit brings back the way how buttons/menus work under control of WM event system. The previous implementation extended usage of handlers and operators in an interesting but confusing way. Better to try it first according the design specs. :) Most obviously: - modal-handler operators are not stored anymore in regions/areas/windows. such modal handlers own their operator, and should remove it themselves. - removed code to move handlers from one queue to another. (needs review with brecht!) - WM fix: the API call to remove a modal handler got removed. This was a dangerous thing anyway, and you should leave that to the event system. Now, if a handler modal() call gets a cancel/finish return, it frees itself in event system. WM_event_remove_modal_handler was a confusing call anyway! Todo: - allow button-activate to refresh after using button - re-enable arrow keys for menus (do both after commit) - review return values of operator callbacks in interface_ops.c * Fixes in WM system - Freeing areas/regions/windows, also on quit, now correctly closes running modal handlers - On starting a modal handler, the handler now stores previous area and region context, so they send proper notifiers etc. * Other fixes - Area-split operator had bug, wrong minimal size checking. This solves error when trying to split a very narrow area. - removed DNA_USHORT_FIX from screen_types.h, gave warning - operators didn't get ID name copied when activated, needed for later re-use or saving.
2008-12-02 14:22:52 +00:00
return 1;
}
Lots of stuff; couldn't commit in parts because of refactor work. * Changes in interface/ module This commit brings back the way how buttons/menus work under control of WM event system. The previous implementation extended usage of handlers and operators in an interesting but confusing way. Better to try it first according the design specs. :) Most obviously: - modal-handler operators are not stored anymore in regions/areas/windows. such modal handlers own their operator, and should remove it themselves. - removed code to move handlers from one queue to another. (needs review with brecht!) - WM fix: the API call to remove a modal handler got removed. This was a dangerous thing anyway, and you should leave that to the event system. Now, if a handler modal() call gets a cancel/finish return, it frees itself in event system. WM_event_remove_modal_handler was a confusing call anyway! Todo: - allow button-activate to refresh after using button - re-enable arrow keys for menus (do both after commit) - review return values of operator callbacks in interface_ops.c * Fixes in WM system - Freeing areas/regions/windows, also on quit, now correctly closes running modal handlers - On starting a modal handler, the handler now stores previous area and region context, so they send proper notifiers etc. * Other fixes - Area-split operator had bug, wrong minimal size checking. This solves error when trying to split a very narrow area. - removed DNA_USHORT_FIX from screen_types.h, gave warning - operators didn't get ID name copied when activated, needed for later re-use or saving.
2008-12-02 14:22:52 +00:00
return 0;
}
static void area_split_exit(bContext *C, wmOperator *op)
{
if (op->customdata) {
2012-05-08 11:48:19 +00:00
sAreaSplitData *sd = (sAreaSplitData *)op->customdata;
if (sd->sarea) ED_area_tag_redraw(sd->sarea);
if (sd->narea) ED_area_tag_redraw(sd->narea);
if (sd->draw_callback)
WM_draw_cb_exit(CTX_wm_window(C), sd->draw_callback);
MEM_freeN(op->customdata);
op->customdata = NULL;
}
WM_cursor_modal_restore(CTX_wm_window(C));
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
/* this makes sure aligned edges will result in aligned grabbing */
BKE_screen_remove_double_scrverts(CTX_wm_screen(C));
BKE_screen_remove_double_scredges(CTX_wm_screen(C));
}
static void area_split_preview_update_cursor(bContext *C, wmOperator *op)
{
wmWindow *win = CTX_wm_window(C);
int dir = RNA_enum_get(op->ptr, "direction");
WM_cursor_set(win, (dir == 'n' || dir == 's') ? BC_V_SPLITCURSOR : BC_H_SPLITCURSOR);
}
/* UI callback, adds new handler */
static int area_split_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
wmWindow *win = CTX_wm_window(C);
bScreen *sc = CTX_wm_screen(C);
sAreaSplitData *sd;
int dir;
/* no full window splitting allowed */
BLI_assert(sc->state == SCREENNORMAL);
PropertyRNA *prop_dir = RNA_struct_find_property(op->ptr, "direction");
PropertyRNA *prop_factor = RNA_struct_find_property(op->ptr, "factor");
PropertyRNA *prop_cursor = RNA_struct_find_property(op->ptr, "cursor");
2012-05-08 11:48:19 +00:00
if (event->type == EVT_ACTIONZONE_AREA) {
sActionzoneData *sad = event->customdata;
if (sad == NULL || sad->modifier > 0) {
return OPERATOR_PASS_THROUGH;
}
/* verify *sad itself */
if (sad->sa1 == NULL || sad->az == NULL)
return OPERATOR_PASS_THROUGH;
/* is this our *sad? if areas not equal it should be passed on */
2012-05-08 11:48:19 +00:00
if (CTX_wm_area(C) != sad->sa1 || sad->sa1 != sad->sa2)
return OPERATOR_PASS_THROUGH;
/* The factor will be close to 1.0f when near the top-left and the bottom-right corners. */
const float factor_v = ((float)(event->y - sad->sa1->v1->vec.y)) / (float)sad->sa1->winy;
const float factor_h = ((float)(event->x - sad->sa1->v1->vec.x)) / (float)sad->sa1->winx;
const bool is_left = factor_v < 0.5f;
const bool is_bottom = factor_h < 0.5f;
const bool is_right = !is_left;
const bool is_top = !is_bottom;
float factor;
/* Prepare operator state vars. */
if (ELEM(sad->gesture_dir, 'n', 's')) {
2012-05-08 11:48:19 +00:00
dir = 'h';
factor = factor_h;
}
else {
2012-05-08 11:48:19 +00:00
dir = 'v';
factor = factor_v;
}
if ((is_top && is_left) ||
(is_bottom && is_right))
{
factor = 1.0f - factor;
}
RNA_property_float_set(op->ptr, prop_factor, factor);
RNA_property_enum_set(op->ptr, prop_dir, dir);
/* general init, also non-UI case, adds customdata, sets area and defaults */
if (!area_split_init(C, op)) {
return OPERATOR_PASS_THROUGH;
}
}
else if (RNA_property_is_set(op->ptr, prop_dir)) {
ScrArea *sa = CTX_wm_area(C);
if (sa == NULL) {
return OPERATOR_CANCELLED;
}
dir = RNA_property_enum_get(op->ptr, prop_dir);
if (dir == 'h') {
RNA_property_float_set(
op->ptr, prop_factor,
((float)(event->x - sa->v1->vec.x)) / (float)sa->winx);
}
else {
RNA_property_float_set(
op->ptr, prop_factor,
((float)(event->y - sa->v1->vec.y)) / (float)sa->winy);
}
if (!area_split_init(C, op)) {
return OPERATOR_CANCELLED;
}
}
else {
ScrEdge *actedge;
rcti window_rect;
int event_co[2];
/* retrieve initial mouse coord, so we can find the active edge */
if (RNA_property_is_set(op->ptr, prop_cursor)) {
RNA_property_int_get_array(op->ptr, prop_cursor, event_co);
}
else {
copy_v2_v2_int(event_co, &event->x);
}
WM_window_rect_calc(win, &window_rect);
2018-07-02 12:41:47 +02:00
actedge = screen_geom_area_map_find_active_scredge(
AREAMAP_FROM_SCREEN(sc), &window_rect, event_co[0], event_co[1]);
if (actedge == NULL) {
return OPERATOR_CANCELLED;
}
dir = screen_geom_edge_is_horizontal(actedge) ? 'v' : 'h';
RNA_property_enum_set(op->ptr, prop_dir, dir);
/* special case, adds customdata, sets defaults */
if (!area_split_menu_init(C, op)) {
return OPERATOR_CANCELLED;
}
}
2012-05-08 11:48:19 +00:00
sd = (sAreaSplitData *)op->customdata;
2012-05-08 11:48:19 +00:00
if (event->type == EVT_ACTIONZONE_AREA) {
/* do the split */
if (area_split_apply(C, op)) {
area_move_set_limits(win, sc, dir, &sd->bigger, &sd->smaller, NULL);
Lots of stuff; couldn't commit in parts because of refactor work. * Changes in interface/ module This commit brings back the way how buttons/menus work under control of WM event system. The previous implementation extended usage of handlers and operators in an interesting but confusing way. Better to try it first according the design specs. :) Most obviously: - modal-handler operators are not stored anymore in regions/areas/windows. such modal handlers own their operator, and should remove it themselves. - removed code to move handlers from one queue to another. (needs review with brecht!) - WM fix: the API call to remove a modal handler got removed. This was a dangerous thing anyway, and you should leave that to the event system. Now, if a handler modal() call gets a cancel/finish return, it frees itself in event system. WM_event_remove_modal_handler was a confusing call anyway! Todo: - allow button-activate to refresh after using button - re-enable arrow keys for menus (do both after commit) - review return values of operator callbacks in interface_ops.c * Fixes in WM system - Freeing areas/regions/windows, also on quit, now correctly closes running modal handlers - On starting a modal handler, the handler now stores previous area and region context, so they send proper notifiers etc. * Other fixes - Area-split operator had bug, wrong minimal size checking. This solves error when trying to split a very narrow area. - removed DNA_USHORT_FIX from screen_types.h, gave warning - operators didn't get ID name copied when activated, needed for later re-use or saving.
2008-12-02 14:22:52 +00:00
/* add temp handler for edge move or cancel */
WM_event_add_modal_handler(C, op);
Lots of stuff; couldn't commit in parts because of refactor work. * Changes in interface/ module This commit brings back the way how buttons/menus work under control of WM event system. The previous implementation extended usage of handlers and operators in an interesting but confusing way. Better to try it first according the design specs. :) Most obviously: - modal-handler operators are not stored anymore in regions/areas/windows. such modal handlers own their operator, and should remove it themselves. - removed code to move handlers from one queue to another. (needs review with brecht!) - WM fix: the API call to remove a modal handler got removed. This was a dangerous thing anyway, and you should leave that to the event system. Now, if a handler modal() call gets a cancel/finish return, it frees itself in event system. WM_event_remove_modal_handler was a confusing call anyway! Todo: - allow button-activate to refresh after using button - re-enable arrow keys for menus (do both after commit) - review return values of operator callbacks in interface_ops.c * Fixes in WM system - Freeing areas/regions/windows, also on quit, now correctly closes running modal handlers - On starting a modal handler, the handler now stores previous area and region context, so they send proper notifiers etc. * Other fixes - Area-split operator had bug, wrong minimal size checking. This solves error when trying to split a very narrow area. - removed DNA_USHORT_FIX from screen_types.h, gave warning - operators didn't get ID name copied when activated, needed for later re-use or saving.
2008-12-02 14:22:52 +00:00
return OPERATOR_RUNNING_MODAL;
}
}
else {
2012-05-08 11:48:19 +00:00
sd->previewmode = 1;
sd->draw_callback = WM_draw_cb_activate(win, area_split_draw_cb, op);
/* add temp handler for edge move or cancel */
WM_event_add_modal_handler(C, op);
area_split_preview_update_cursor(C, op);
return OPERATOR_RUNNING_MODAL;
}
return OPERATOR_PASS_THROUGH;
}
/* function to be called outside UI context, or for redo */
static int area_split_exec(bContext *C, wmOperator *op)
{
if (!area_split_init(C, op))
return OPERATOR_CANCELLED;
area_split_apply(C, op);
area_split_exit(C, op);
return OPERATOR_FINISHED;
}
static void area_split_cancel(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
sAreaSplitData *sd = (sAreaSplitData *)op->customdata;
if (sd->previewmode) {
2018-04-16 17:08:27 +02:00
/* pass */
}
else {
if (screen_area_join(C, CTX_wm_screen(C), sd->sarea, sd->narea)) {
if (CTX_wm_area(C) == sd->narea) {
CTX_wm_area_set(C, NULL);
CTX_wm_region_set(C, NULL);
}
sd->narea = NULL;
}
}
area_split_exit(C, op);
}
static int area_split_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
2012-05-08 11:48:19 +00:00
sAreaSplitData *sd = (sAreaSplitData *)op->customdata;
PropertyRNA *prop_dir = RNA_struct_find_property(op->ptr, "direction");
bool update_factor = false;
/* execute the events */
switch (event->type) {
case MOUSEMOVE:
update_factor = true;
break;
case LEFTMOUSE:
if (sd->previewmode) {
area_split_apply(C, op);
area_split_exit(C, op);
return OPERATOR_FINISHED;
}
else {
2012-05-08 11:48:19 +00:00
if (event->val == KM_RELEASE) { /* mouse up */
area_split_exit(C, op);
return OPERATOR_FINISHED;
}
}
break;
case MIDDLEMOUSE:
case TABKEY:
2012-05-08 11:48:19 +00:00
if (sd->previewmode == 0) {
/* pass */
}
else {
2012-05-08 11:48:19 +00:00
if (event->val == KM_PRESS) {
if (sd->sarea) {
int dir = RNA_property_enum_get(op->ptr, prop_dir);
RNA_property_enum_set(op->ptr, prop_dir, (dir == 'v') ? 'h' : 'v');
area_split_preview_update_cursor(C, op);
update_factor = true;
}
}
}
break;
case RIGHTMOUSE: /* cancel operation */
case ESCKEY:
area_split_cancel(C, op);
return OPERATOR_CANCELLED;
case LEFTCTRLKEY:
sd->do_snap = event->val == KM_PRESS;
update_factor = true;
break;
}
if (update_factor) {
const int dir = RNA_property_enum_get(op->ptr, prop_dir);
sd->delta = (dir == 'v') ? event->x - sd->origval : event->y - sd->origval;
if (sd->previewmode == 0) {
if (sd->do_snap) {
const int snap_loc = area_snap_calc_location(
2018-07-13 08:18:18 +02:00
CTX_wm_screen(C), SNAP_FRACTION_AND_ADJACENT, sd->delta, sd->origval, dir,
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
sd->bigger, sd->smaller);
sd->delta = snap_loc - sd->origval;
}
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
area_move_apply_do(C, sd->delta, sd->origval, dir, sd->bigger, sd->smaller, SNAP_NONE);
}
else {
if (sd->sarea) {
ED_area_tag_redraw(sd->sarea);
}
/* area context not set */
sd->sarea = BKE_screen_find_area_xy(CTX_wm_screen(C), SPACE_TYPE_ANY, event->x, event->y);
if (sd->sarea) {
ScrArea *sa = sd->sarea;
if (dir == 'v') {
sd->origmin = sa->v1->vec.x;
sd->origsize = sa->v4->vec.x - sd->origmin;
}
else {
sd->origmin = sa->v1->vec.y;
sd->origsize = sa->v2->vec.y - sd->origmin;
}
if (sd->do_snap) {
sa->v1->editflag = sa->v2->editflag = sa->v3->editflag = sa->v4->editflag = 1;
const int snap_loc = area_snap_calc_location(
2018-07-13 08:18:18 +02:00
CTX_wm_screen(C), SNAP_FRACTION_AND_ADJACENT, sd->delta, sd->origval, dir,
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
sd->origmin + sd->origsize, -sd->origmin);
sa->v1->editflag = sa->v2->editflag = sa->v3->editflag = sa->v4->editflag = 0;
sd->delta = snap_loc - sd->origval;
}
ED_area_tag_redraw(sd->sarea);
}
CTX_wm_screen(C)->do_draw = true;
}
float fac = (float)(sd->delta + sd->origval - sd->origmin) / sd->origsize;
RNA_float_set(op->ptr, "factor", fac);
}
return OPERATOR_RUNNING_MODAL;
}
static const EnumPropertyItem prop_direction_items[] = {
2012-05-08 11:48:19 +00:00
{'h', "HORIZONTAL", 0, "Horizontal", ""},
{'v', "VERTICAL", 0, "Vertical", ""},
{0, NULL, 0, NULL, NULL},
2012-05-08 11:48:19 +00:00
};
static void SCREEN_OT_area_split(wmOperatorType *ot)
{
ot->name = "Split Area";
ot->description = "Split selected area into new windows";
ot->idname = "SCREEN_OT_area_split";
ot->exec = area_split_exec;
ot->invoke = area_split_invoke;
ot->modal = area_split_modal;
ot->cancel = area_split_cancel;
ot->poll = screen_active_editable;
/* flags */
ot->flag = OPTYPE_BLOCKING | OPTYPE_INTERNAL;
/* rna */
RNA_def_enum(ot->srna, "direction", prop_direction_items, 'h', "Direction", "");
RNA_def_float(ot->srna, "factor", 0.5f, 0.0, 1.0, "Factor", "", 0.0, 1.0);
RNA_def_int_vector(ot->srna, "cursor", 2, NULL, INT_MIN, INT_MAX, "Cursor", "", INT_MIN, INT_MAX);
}
2018-01-21 01:41:58 +11:00
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Scale Region Edge Operator
* \{ */
typedef struct RegionMoveData {
2009-09-16 17:43:09 +00:00
AZone *az;
ARegion *ar;
2009-09-16 17:43:09 +00:00
ScrArea *sa;
int bigger, smaller, origval;
int origx, origy;
int maxsize;
AZEdge edge;
} RegionMoveData;
static int area_max_regionsize(ScrArea *sa, ARegion *scalear, AZEdge edge)
{
ARegion *ar;
int dist;
/* regions in regions. */
if (scalear->alignment & RGN_SPLIT_PREV) {
const int align = scalear->alignment & RGN_ALIGN_ENUM_MASK;
if (ELEM(align, RGN_ALIGN_TOP, RGN_ALIGN_BOTTOM)) {
ar = scalear->prev;
dist = ar->winy + scalear->winy - U.pixelsize;
}
else if (ELEM(align, RGN_ALIGN_LEFT, RGN_ALIGN_RIGHT)) {
ar = scalear->prev;
dist = ar->winx + scalear->winx - U.pixelsize;
}
}
else {
if (edge == AE_RIGHT_TO_TOPLEFT || edge == AE_LEFT_TO_TOPRIGHT) {
dist = BLI_rcti_size_x(&sa->totrct);
}
else { /* AE_BOTTOM_TO_TOPLEFT, AE_TOP_TO_BOTTOMRIGHT */
dist = BLI_rcti_size_y(&sa->totrct);
}
/* subtractwidth of regions on opposite side
* prevents dragging regions into other opposite regions */
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar == scalear)
continue;
2010-06-07 06:50:56 +00:00
if (scalear->alignment == RGN_ALIGN_LEFT && ar->alignment == RGN_ALIGN_RIGHT) {
dist -= ar->winx;
}
else if (scalear->alignment == RGN_ALIGN_RIGHT && ar->alignment == RGN_ALIGN_LEFT) {
dist -= ar->winx;
}
else if (scalear->alignment == RGN_ALIGN_TOP &&
(ar->alignment == RGN_ALIGN_BOTTOM || ar->regiontype == RGN_TYPE_HEADER)) {
dist -= ar->winy;
}
else if (scalear->alignment == RGN_ALIGN_BOTTOM &&
(ar->alignment == RGN_ALIGN_TOP || ar->regiontype == RGN_TYPE_HEADER)) {
dist -= ar->winy;
}
}
}
dist /= UI_DPI_FAC;
return dist;
}
static int region_scale_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
2012-05-08 11:48:19 +00:00
sActionzoneData *sad = event->customdata;
AZone *az;
2012-05-08 11:48:19 +00:00
if (event->type != EVT_ACTIONZONE_REGION) {
BKE_report(op->reports, RPT_ERROR, "Can only scale region size from an action zone");
return OPERATOR_CANCELLED;
}
az = sad->az;
if (az->ar) {
2012-05-08 11:48:19 +00:00
RegionMoveData *rmd = MEM_callocN(sizeof(RegionMoveData), "RegionMoveData");
2012-05-08 11:48:19 +00:00
op->customdata = rmd;
2009-09-16 17:43:09 +00:00
rmd->az = az;
2012-05-08 11:48:19 +00:00
rmd->ar = az->ar;
2009-09-16 17:43:09 +00:00
rmd->sa = sad->sa1;
2012-05-08 11:48:19 +00:00
rmd->edge = az->edge;
rmd->origx = event->x;
rmd->origy = event->y;
rmd->maxsize = area_max_regionsize(rmd->sa, rmd->ar, rmd->edge);
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
/* if not set we do now, otherwise it uses type */
2012-05-08 11:48:19 +00:00
if (rmd->ar->sizex == 0)
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
rmd->ar->sizex = rmd->ar->winx;
2012-05-08 11:48:19 +00:00
if (rmd->ar->sizey == 0)
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
rmd->ar->sizey = rmd->ar->winy;
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
/* now copy to regionmovedata */
2012-05-08 11:48:19 +00:00
if (rmd->edge == AE_LEFT_TO_TOPRIGHT || rmd->edge == AE_RIGHT_TO_TOPLEFT) {
rmd->origval = rmd->ar->sizex;
}
else {
2012-05-08 11:48:19 +00:00
rmd->origval = rmd->ar->sizey;
}
CLAMP(rmd->maxsize, 0, 1000);
/* add temp handler */
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
return OPERATOR_FINISHED;
}
static void region_scale_validate_size(RegionMoveData *rmd)
{
2012-05-08 11:48:19 +00:00
if ((rmd->ar->flag & RGN_FLAG_HIDDEN) == 0) {
short *size, maxsize = -1;
2012-05-08 11:48:19 +00:00
if (rmd->edge == AE_LEFT_TO_TOPRIGHT || rmd->edge == AE_RIGHT_TO_TOPLEFT)
size = &rmd->ar->sizex;
else
2012-05-08 11:48:19 +00:00
size = &rmd->ar->sizey;
maxsize = rmd->maxsize - (UI_UNIT_Y / UI_DPI_FAC);
if (*size > maxsize && maxsize > 0)
2012-05-08 11:48:19 +00:00
*size = maxsize;
}
}
static void region_scale_toggle_hidden(bContext *C, RegionMoveData *rmd)
{
2015-06-29 20:46:23 +10:00
/* hidden areas may have bad 'View2D.cur' value,
* correct before displaying. see T45156 */
if (rmd->ar->flag & RGN_FLAG_HIDDEN) {
UI_view2d_curRect_validate(&rmd->ar->v2d);
}
region_toggle_hidden(C, rmd->ar, 0);
region_scale_validate_size(rmd);
}
static int region_scale_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
2012-05-08 11:48:19 +00:00
RegionMoveData *rmd = op->customdata;
int delta;
/* execute the events */
switch (event->type) {
case MOUSEMOVE:
{
2018-04-27 17:55:17 +02:00
const float aspect = BLI_rctf_size_x(&rmd->ar->v2d.cur) / (BLI_rcti_size_x(&rmd->ar->v2d.mask) + 1);
const int snap_size_threshold = (U.widget_unit * 2) / aspect;
2012-05-08 11:48:19 +00:00
if (rmd->edge == AE_LEFT_TO_TOPRIGHT || rmd->edge == AE_RIGHT_TO_TOPLEFT) {
delta = event->x - rmd->origx;
if (rmd->edge == AE_LEFT_TO_TOPRIGHT) delta = -delta;
/* region sizes now get multiplied */
delta /= UI_DPI_FAC;
2012-05-08 11:48:19 +00:00
rmd->ar->sizex = rmd->origval + delta;
if (rmd->ar->type->snap_size) {
short sizex_test = rmd->ar->type->snap_size(rmd->ar, rmd->ar->sizex, 0);
if (ABS(rmd->ar->sizex - sizex_test) < snap_size_threshold) {
rmd->ar->sizex = sizex_test;
}
}
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
CLAMP(rmd->ar->sizex, 0, rmd->maxsize);
if (rmd->ar->sizex < UI_UNIT_X) {
2012-05-08 11:48:19 +00:00
rmd->ar->sizex = rmd->origval;
if (!(rmd->ar->flag & RGN_FLAG_HIDDEN))
region_scale_toggle_hidden(C, rmd);
}
UI: Preferences Redesign Part 2 (Part 1 was 00963afc14978b) Does the following changes visible to users: * Use panels and sub-panels for more structured & logical grouping * Re-organized options more logically than before (see images in D4148) * Use flow layout (single column by default). * New layout uses horizontal margin if there's enough space. * Change size of Preferences window to suit new layout. * Move keymap related options from "Input" into own section. * Own, left-bottom aligned region for Save Preferences button. * Adjustments of names, tooltips & icons. * Move buttons from header into the main region (except editor switch). * Hide Preferences header when opened in temporary window. * Use full area width for header. * Don't use slider but regular number widget for UI scale. * Gray out animation player path option if player isn't "Custom" Internal changes: * Rearrange RNA properties to match changed UI structure. * Introduces new "EXECUTE" region type, see reasoning in D3982. * Changes to panel layout and AZone code for dynamic panel region. * Bumps subversion and does versioning for new regions. RNA changes are documented in the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API Design & implementation mostly done by @billreynish and myself. I recommend checking out the screenshots posted by William: https://developer.blender.org/D4148#93787 Reviewed By: brecht Maniphest Tasks: T54115 Differential Revision: https://developer.blender.org/D4148
2019-01-04 21:40:16 +01:00
else if (rmd->ar->flag & RGN_FLAG_HIDDEN) {
region_scale_toggle_hidden(C, rmd);
UI: Preferences Redesign Part 2 (Part 1 was 00963afc14978b) Does the following changes visible to users: * Use panels and sub-panels for more structured & logical grouping * Re-organized options more logically than before (see images in D4148) * Use flow layout (single column by default). * New layout uses horizontal margin if there's enough space. * Change size of Preferences window to suit new layout. * Move keymap related options from "Input" into own section. * Own, left-bottom aligned region for Save Preferences button. * Adjustments of names, tooltips & icons. * Move buttons from header into the main region (except editor switch). * Hide Preferences header when opened in temporary window. * Use full area width for header. * Don't use slider but regular number widget for UI scale. * Gray out animation player path option if player isn't "Custom" Internal changes: * Rearrange RNA properties to match changed UI structure. * Introduces new "EXECUTE" region type, see reasoning in D3982. * Changes to panel layout and AZone code for dynamic panel region. * Bumps subversion and does versioning for new regions. RNA changes are documented in the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API Design & implementation mostly done by @billreynish and myself. I recommend checking out the screenshots posted by William: https://developer.blender.org/D4148#93787 Reviewed By: brecht Maniphest Tasks: T54115 Differential Revision: https://developer.blender.org/D4148
2019-01-04 21:40:16 +01:00
}
else if (rmd->ar->flag & RGN_FLAG_DYNAMIC_SIZE) {
rmd->ar->sizex = rmd->origval;
}
}
else {
2012-05-08 11:48:19 +00:00
delta = event->y - rmd->origy;
if (rmd->edge == AE_BOTTOM_TO_TOPLEFT) delta = -delta;
/* region sizes now get multiplied */
delta /= UI_DPI_FAC;
2012-05-08 11:48:19 +00:00
rmd->ar->sizey = rmd->origval + delta;
if (rmd->ar->type->snap_size) {
short sizey_test = rmd->ar->type->snap_size(rmd->ar, rmd->ar->sizey, 1);
if (ABS(rmd->ar->sizey - sizey_test) < snap_size_threshold) {
rmd->ar->sizey = sizey_test;
}
}
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
CLAMP(rmd->ar->sizey, 0, rmd->maxsize);
/* note, 'UI_UNIT_Y/4' means you need to drag the header almost
* all the way down for it to become hidden, this is done
* otherwise its too easy to do this by accident */
2012-05-08 11:48:19 +00:00
if (rmd->ar->sizey < UI_UNIT_Y / 4) {
rmd->ar->sizey = rmd->origval;
if (!(rmd->ar->flag & RGN_FLAG_HIDDEN))
region_scale_toggle_hidden(C, rmd);
}
UI: Preferences Redesign Part 2 (Part 1 was 00963afc14978b) Does the following changes visible to users: * Use panels and sub-panels for more structured & logical grouping * Re-organized options more logically than before (see images in D4148) * Use flow layout (single column by default). * New layout uses horizontal margin if there's enough space. * Change size of Preferences window to suit new layout. * Move keymap related options from "Input" into own section. * Own, left-bottom aligned region for Save Preferences button. * Adjustments of names, tooltips & icons. * Move buttons from header into the main region (except editor switch). * Hide Preferences header when opened in temporary window. * Use full area width for header. * Don't use slider but regular number widget for UI scale. * Gray out animation player path option if player isn't "Custom" Internal changes: * Rearrange RNA properties to match changed UI structure. * Introduces new "EXECUTE" region type, see reasoning in D3982. * Changes to panel layout and AZone code for dynamic panel region. * Bumps subversion and does versioning for new regions. RNA changes are documented in the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API Design & implementation mostly done by @billreynish and myself. I recommend checking out the screenshots posted by William: https://developer.blender.org/D4148#93787 Reviewed By: brecht Maniphest Tasks: T54115 Differential Revision: https://developer.blender.org/D4148
2019-01-04 21:40:16 +01:00
else if (rmd->ar->flag & RGN_FLAG_HIDDEN) {
region_scale_toggle_hidden(C, rmd);
UI: Preferences Redesign Part 2 (Part 1 was 00963afc14978b) Does the following changes visible to users: * Use panels and sub-panels for more structured & logical grouping * Re-organized options more logically than before (see images in D4148) * Use flow layout (single column by default). * New layout uses horizontal margin if there's enough space. * Change size of Preferences window to suit new layout. * Move keymap related options from "Input" into own section. * Own, left-bottom aligned region for Save Preferences button. * Adjustments of names, tooltips & icons. * Move buttons from header into the main region (except editor switch). * Hide Preferences header when opened in temporary window. * Use full area width for header. * Don't use slider but regular number widget for UI scale. * Gray out animation player path option if player isn't "Custom" Internal changes: * Rearrange RNA properties to match changed UI structure. * Introduces new "EXECUTE" region type, see reasoning in D3982. * Changes to panel layout and AZone code for dynamic panel region. * Bumps subversion and does versioning for new regions. RNA changes are documented in the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API Design & implementation mostly done by @billreynish and myself. I recommend checking out the screenshots posted by William: https://developer.blender.org/D4148#93787 Reviewed By: brecht Maniphest Tasks: T54115 Differential Revision: https://developer.blender.org/D4148
2019-01-04 21:40:16 +01:00
}
else if (rmd->ar->flag & RGN_FLAG_DYNAMIC_SIZE) {
rmd->ar->sizey = rmd->origval;
}
}
ED_area_tag_redraw(rmd->sa);
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
break;
}
case LEFTMOUSE:
2012-05-08 11:48:19 +00:00
if (event->val == KM_RELEASE) {
if (len_manhattan_v2v2_int(&event->x, &rmd->origx) <= WM_EVENT_CURSOR_MOTION_THRESHOLD) {
if (rmd->ar->flag & RGN_FLAG_HIDDEN) {
region_scale_toggle_hidden(C, rmd);
}
else if (rmd->ar->flag & RGN_FLAG_TOO_SMALL) {
region_scale_validate_size(rmd);
}
ED_area_tag_redraw(rmd->sa);
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
}
MEM_freeN(op->customdata);
op->customdata = NULL;
return OPERATOR_FINISHED;
}
break;
case ESCKEY:
break;
}
return OPERATOR_RUNNING_MODAL;
}
static void region_scale_cancel(bContext *UNUSED(C), wmOperator *op)
{
MEM_freeN(op->customdata);
op->customdata = NULL;
}
static void SCREEN_OT_region_scale(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Scale Region Size";
ot->description = "Scale selected area";
ot->idname = "SCREEN_OT_region_scale";
ot->invoke = region_scale_invoke;
ot->modal = region_scale_modal;
ot->cancel = region_scale_cancel;
ot->poll = ED_operator_areaactive;
/* flags */
ot->flag = OPTYPE_BLOCKING | OPTYPE_INTERNAL;
}
2018-01-21 01:41:58 +11:00
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Frame Change Operator
* \{ */
2015-02-12 23:51:02 +11:00
static void areas_do_frame_follow(bContext *C, bool middle)
{
bScreen *scr = CTX_wm_screen(C);
Scene *scene = CTX_data_scene(C);
wmWindowManager *wm = CTX_wm_manager(C);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
for (wmWindow *window = wm->windows.first; window; window = window->next) {
const bScreen *screen = WM_window_get_active_screen(window);
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
/* do follow here if editor type supports it */
if ((scr->redraws_flag & TIME_FOLLOW)) {
if ((ar->regiontype == RGN_TYPE_WINDOW &&
ELEM(sa->spacetype, SPACE_SEQ, SPACE_GRAPH, SPACE_ACTION, SPACE_NLA)) ||
2015-02-12 23:51:02 +11:00
(sa->spacetype == SPACE_CLIP && ar->regiontype == RGN_TYPE_PREVIEW))
{
float w = BLI_rctf_size_x(&ar->v2d.cur);
if (middle) {
2015-02-12 23:51:02 +11:00
if ((scene->r.cfra < ar->v2d.cur.xmin) || (scene->r.cfra > ar->v2d.cur.xmax)) {
ar->v2d.cur.xmax = scene->r.cfra + (w / 2);
ar->v2d.cur.xmin = scene->r.cfra - (w / 2);
}
}
else {
if (scene->r.cfra < ar->v2d.cur.xmin) {
ar->v2d.cur.xmax = scene->r.cfra;
ar->v2d.cur.xmin = ar->v2d.cur.xmax - w;
}
else if (scene->r.cfra > ar->v2d.cur.xmax) {
ar->v2d.cur.xmin = scene->r.cfra;
ar->v2d.cur.xmax = ar->v2d.cur.xmin + w;
}
}
}
}
}
}
}
}
/* function to be called outside UI context, or for redo */
static int frame_offset_exec(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
int delta;
delta = RNA_int_get(op->ptr, "delta");
CFRA += delta;
FRAMENUMBER_MIN_CLAMP(CFRA);
SUBFRA = 0.f;
areas_do_frame_follow(C, false);
BKE_sound_seek_scene(bmain, scene);
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
return OPERATOR_FINISHED;
}
static void SCREEN_OT_frame_offset(wmOperatorType *ot)
{
ot->name = "Frame Offset";
ot->idname = "SCREEN_OT_frame_offset";
ot->description = "Move current frame forward/backward by a given number";
ot->exec = frame_offset_exec;
ot->poll = ED_operator_screenactive_norender;
ot->flag = OPTYPE_UNDO_GROUPED;
ot->undo_group = "Frame Change";
/* rna */
RNA_def_int(ot->srna, "delta", 0, INT_MIN, INT_MAX, "Delta", "", INT_MIN, INT_MAX);
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Frame Jump Operator
* \{ */
/* function to be called outside UI context, or for redo */
static int frame_jump_exec(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
wmTimer *animtimer = CTX_wm_screen(C)->animtimer;
/* Don't change CFRA directly if animtimer is running as this can cause
* first/last frame not to be actually shown (bad since for example physics
* simulations aren't reset properly).
*/
if (animtimer) {
ScreenAnimData *sad = animtimer->customdata;
sad->flag |= ANIMPLAY_FLAG_USE_NEXT_FRAME;
if (RNA_boolean_get(op->ptr, "end"))
2012-05-08 11:48:19 +00:00
sad->nextfra = PEFRA;
else
2012-05-08 11:48:19 +00:00
sad->nextfra = PSFRA;
}
else {
if (RNA_boolean_get(op->ptr, "end"))
2012-05-08 11:48:19 +00:00
CFRA = PEFRA;
else
2012-05-08 11:48:19 +00:00
CFRA = PSFRA;
areas_do_frame_follow(C, true);
BKE_sound_seek_scene(bmain, scene);
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
}
return OPERATOR_FINISHED;
}
static void SCREEN_OT_frame_jump(wmOperatorType *ot)
{
ot->name = "Jump to Endpoint";
ot->description = "Jump to first/last frame in frame range";
ot->idname = "SCREEN_OT_frame_jump";
ot->exec = frame_jump_exec;
ot->poll = ED_operator_screenactive_norender;
ot->flag = OPTYPE_UNDO_GROUPED;
ot->undo_group = "Frame Change";
/* rna */
RNA_def_boolean(ot->srna, "end", 0, "Last Frame", "Jump to the last frame of the frame range");
}
2018-01-21 01:41:58 +11:00
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Jump to Key-Frame Operator
* \{ */
/* function to be called outside UI context, or for redo */
static int keyframe_jump_exec(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
bDopeSheet ads = {NULL};
DLRBT_Tree keys;
ActKeyColumn *ak;
float cfra;
2014-02-03 18:55:59 +11:00
const bool next = RNA_boolean_get(op->ptr, "next");
bool done = false;
/* sanity checks */
if (scene == NULL)
return OPERATOR_CANCELLED;
2012-05-08 11:48:19 +00:00
cfra = (float)(CFRA);
/* init binarytree-list for getting keyframes */
BLI_dlrbTree_init(&keys);
/* seed up dummy dopesheet context with flags to perform necessary filtering */
if ((scene->flag & SCE_KEYS_NO_SELONLY) == 0) {
/* only selected channels are included */
ads.filterflag |= ADS_FILTER_ONLYSEL;
}
/* populate tree with keyframe nodes */
scene_to_keylist(&ads, scene, &keys, 0);
if (ob) {
ob_to_keylist(&ads, ob, &keys, 0);
if (ob->type == OB_GPENCIL) {
const bool active = !(scene->flag & SCE_KEYS_NO_SELONLY);
gpencil_to_keylist(&ads, ob->data, &keys, active);
}
}
{
Mask *mask = CTX_data_edit_mask(C);
if (mask) {
MaskLayer *masklay = BKE_mask_layer_active(mask);
mask_to_keylist(&ads, masklay, &keys);
}
}
/* find matching keyframe in the right direction */
if (next)
ak = (ActKeyColumn *)BLI_dlrbTree_search_next(&keys, compare_ak_cfraPtr, &cfra);
else
ak = (ActKeyColumn *)BLI_dlrbTree_search_prev(&keys, compare_ak_cfraPtr, &cfra);
while ((ak != NULL) && (done == false)) {
if (CFRA != (int)ak->cfra) {
/* this changes the frame, so set the frame and we're done */
CFRA = (int)ak->cfra;
done = true;
}
else {
/* take another step... */
if (next) {
ak = ak->next;
}
else {
ak = ak->prev;
}
}
}
/* free temp stuff */
BLI_dlrbTree_free(&keys);
/* any success? */
if (done == false) {
BKE_report(op->reports, RPT_INFO, "No more keyframes to jump to in this direction");
return OPERATOR_CANCELLED;
}
else {
areas_do_frame_follow(C, true);
BKE_sound_seek_scene(bmain, scene);
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
return OPERATOR_FINISHED;
}
}
static void SCREEN_OT_keyframe_jump(wmOperatorType *ot)
{
ot->name = "Jump to Keyframe";
ot->description = "Jump to previous/next keyframe";
ot->idname = "SCREEN_OT_keyframe_jump";
ot->exec = keyframe_jump_exec;
ot->poll = ED_operator_screenactive_norender;
ot->flag = OPTYPE_UNDO_GROUPED;
ot->undo_group = "Frame Change";
/* properties */
RNA_def_boolean(ot->srna, "next", true, "Next Keyframe", "");
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Jump to Marker Operator
* \{ */
/* function to be called outside UI context, or for redo */
static int marker_jump_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
TimeMarker *marker;
2014-01-10 01:01:23 +13:00
int closest = CFRA;
2014-02-03 18:55:59 +11:00
const bool next = RNA_boolean_get(op->ptr, "next");
bool found = false;
/* find matching marker in the right direction */
for (marker = scene->markers.first; marker; marker = marker->next) {
if (next) {
2014-01-10 01:01:23 +13:00
if ((marker->frame > CFRA) && (!found || closest > marker->frame)) {
closest = marker->frame;
found = true;
}
2013-10-21 23:35:08 +00:00
}
else {
2014-01-10 01:01:23 +13:00
if ((marker->frame < CFRA) && (!found || closest < marker->frame)) {
closest = marker->frame;
found = true;
}
}
}
/* any success? */
if (!found) {
BKE_report(op->reports, RPT_INFO, "No more markers to jump to in this direction");
return OPERATOR_CANCELLED;
}
else {
CFRA = closest;
areas_do_frame_follow(C, true);
BKE_sound_seek_scene(bmain, scene);
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
return OPERATOR_FINISHED;
}
}
static void SCREEN_OT_marker_jump(wmOperatorType *ot)
{
ot->name = "Jump to Marker";
ot->description = "Jump to previous/next marker";
ot->idname = "SCREEN_OT_marker_jump";
ot->exec = marker_jump_exec;
ot->poll = ED_operator_screenactive_norender;
ot->flag = OPTYPE_UNDO_GROUPED;
ot->undo_group = "Frame Change";
/* properties */
RNA_def_boolean(ot->srna, "next", true, "Next Marker", "");
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Set Screen Operator
* \{ */
/* function to be called outside UI context, or for redo */
static int screen_set_exec(bContext *C, wmOperator *op)
{
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
WorkSpace *workspace = CTX_wm_workspace(C);
2012-05-08 11:48:19 +00:00
int delta = RNA_int_get(op->ptr, "delta");
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
if (ED_workspace_layout_cycle(workspace, delta, C)) {
return OPERATOR_FINISHED;
}
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
return OPERATOR_CANCELLED;
}
static void SCREEN_OT_screen_set(wmOperatorType *ot)
{
ot->name = "Set Screen";
ot->description = "Cycle through available screens";
ot->idname = "SCREEN_OT_screen_set";
ot->exec = screen_set_exec;
ot->poll = ED_operator_screenactive;
/* rna */
RNA_def_int(ot->srna, "delta", 0, INT_MIN, INT_MAX, "Delta", "", INT_MIN, INT_MAX);
}
2018-01-21 01:41:58 +11:00
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Screen Full-Area Operator
* \{ */
/* function to be called outside UI context, or for redo */
static int screen_maximize_area_exec(bContext *C, wmOperator *op)
{
bScreen *screen = CTX_wm_screen(C);
2012-05-08 11:48:19 +00:00
ScrArea *sa = NULL;
const bool hide_panels = RNA_boolean_get(op->ptr, "use_hide_panels");
/* search current screen for 'fullscreen' areas */
/* prevents restoring info header, when mouse is over it */
2012-05-08 11:48:19 +00:00
for (sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->full) break;
}
if (sa == NULL) {
sa = CTX_wm_area(C);
}
if (hide_panels) {
if (!ELEM(screen->state, SCREENNORMAL, SCREENFULL)) {
return OPERATOR_CANCELLED;
}
ED_screen_state_toggle(C, CTX_wm_window(C), sa, SCREENFULL);
}
else {
if (!ELEM(screen->state, SCREENNORMAL, SCREENMAXIMIZED)) {
return OPERATOR_CANCELLED;
}
ED_screen_state_toggle(C, CTX_wm_window(C), sa, SCREENMAXIMIZED);
}
return OPERATOR_FINISHED;
}
2018-07-02 12:03:56 +02:00
static bool screen_maximize_area_poll(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
{
const bScreen *screen = CTX_wm_screen(C);
const ScrArea *area = CTX_wm_area(C);
return ED_operator_areaactive(C) &&
/* Don't allow maximizing global areas but allow minimizing from them. */
((screen->state != SCREENNORMAL) || !ED_area_is_global(area));
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 SCREEN_OT_screen_full_area(wmOperatorType *ot)
{
PropertyRNA *prop;
ot->name = "Toggle Maximize Area";
ot->description = "Toggle display selected area as fullscreen/maximized";
ot->idname = "SCREEN_OT_screen_full_area";
ot->exec = screen_maximize_area_exec;
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
ot->poll = screen_maximize_area_poll;
ot->flag = 0;
prop = RNA_def_boolean(ot->srna, "use_hide_panels", false, "Hide Panels", "Hide all the panels");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Screen Join-Area Operator
* \{ */
/* operator state vars used:
* x1, y1 mouse coord in first area, which will disappear
* x2, y2 mouse coord in 2nd area, which will become joined
*
* functions:
*
* init() find edge based on state vars
* test if the edge divides two areas,
* store active and nonactive area,
*
* apply() do the actual join
*
* exit() cleanup, send notifier
*
* callbacks:
*
* exec() calls init, apply, exit
*
* invoke() sets mouse coords in x,y
* call init()
* add modal handler
*
* modal() accept modal events while doing it
* call apply() with active window and nonactive window
* call exit() and remove handler when LMB confirm
*/
2012-05-08 11:48:19 +00:00
typedef struct sAreaJoinData {
ScrArea *sa1; /* first area to be considered */
ScrArea *sa2; /* second area to be considered */
void *draw_callback; /* call `ED_screen_draw_join_shape` */
} sAreaJoinData;
static void area_join_draw_cb(const struct wmWindow *UNUSED(win), void *userdata)
{
const wmOperator *op = userdata;
sAreaJoinData *sd = op->customdata;
if (sd->sa1 && sd->sa2) {
ED_screen_draw_join_shape(sd->sa1, sd->sa2);
}
}
/* validate selection inside screen, set variables OK */
/* return 0: init failed */
/* XXX todo: find edge based on (x,y) and set other area? */
static int area_join_init(bContext *C, wmOperator *op)
{
const wmWindow *win = CTX_wm_window(C);
bScreen *screen = CTX_wm_screen(C);
ScrArea *sa1, *sa2;
2012-05-08 11:48:19 +00:00
sAreaJoinData *jd = NULL;
int x1, y1;
int x2, y2;
/* required properties, make negative to get return 0 if not set by caller */
2012-05-08 11:48:19 +00:00
x1 = RNA_int_get(op->ptr, "min_x");
y1 = RNA_int_get(op->ptr, "min_y");
x2 = RNA_int_get(op->ptr, "max_x");
y2 = RNA_int_get(op->ptr, "max_y");
sa1 = BKE_screen_find_area_xy(screen, SPACE_TYPE_ANY, x1, y1);
if (sa1 == NULL) {
sa1 = BKE_screen_area_map_find_area_xy(&win->global_areas, SPACE_TYPE_ANY, x1, y1);
}
sa2 = BKE_screen_find_area_xy(screen, SPACE_TYPE_ANY, x2, y2);
if (sa2 == NULL) {
sa2 = BKE_screen_area_map_find_area_xy(&win->global_areas, SPACE_TYPE_ANY, x2, y2);
}
if ((sa1 && ED_area_is_global(sa1)) || (sa2 && ED_area_is_global(sa2))) {
BKE_report(op->reports, RPT_ERROR, "Global areas (Top Bar, Status Bar) do not support joining");
return 0;
}
else if (sa1 == NULL || sa2 == NULL || sa1 == sa2) {
return 0;
}
jd = (sAreaJoinData *)MEM_callocN(sizeof(sAreaJoinData), "op_area_join");
jd->sa1 = sa1;
jd->sa2 = sa2;
2012-05-08 11:48:19 +00:00
op->customdata = jd;
jd->draw_callback = WM_draw_cb_activate(CTX_wm_window(C), area_join_draw_cb, op);
return 1;
}
/* apply the join of the areas (space types) */
static int area_join_apply(bContext *C, wmOperator *op)
{
sAreaJoinData *jd = (sAreaJoinData *)op->customdata;
if (!jd) return 0;
if (!screen_area_join(C, CTX_wm_screen(C), jd->sa1, jd->sa2)) {
return 0;
}
if (CTX_wm_area(C) == jd->sa2) {
CTX_wm_area_set(C, NULL);
CTX_wm_region_set(C, NULL);
}
return 1;
}
/* finish operation */
static void area_join_exit(bContext *C, wmOperator *op)
{
sAreaJoinData *jd = (sAreaJoinData *)op->customdata;
if (jd) {
if (jd->draw_callback)
WM_draw_cb_exit(CTX_wm_window(C), jd->draw_callback);
MEM_freeN(jd);
op->customdata = NULL;
}
/* this makes sure aligned edges will result in aligned grabbing */
BKE_screen_remove_double_scredges(CTX_wm_screen(C));
BKE_screen_remove_unused_scredges(CTX_wm_screen(C));
BKE_screen_remove_unused_scrverts(CTX_wm_screen(C));
}
static int area_join_exec(bContext *C, wmOperator *op)
{
if (!area_join_init(C, op))
return OPERATOR_CANCELLED;
area_join_apply(C, op);
area_join_exit(C, op);
return OPERATOR_FINISHED;
}
/* interaction callback */
static int area_join_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
2012-05-08 11:48:19 +00:00
if (event->type == EVT_ACTIONZONE_AREA) {
sActionzoneData *sad = event->customdata;
if (sad == NULL || sad->modifier > 0) {
return OPERATOR_PASS_THROUGH;
}
/* verify *sad itself */
if (sad->sa1 == NULL || sad->sa2 == NULL)
return OPERATOR_PASS_THROUGH;
/* is this our *sad? if areas equal it should be passed on */
2012-05-08 11:48:19 +00:00
if (sad->sa1 == sad->sa2)
return OPERATOR_PASS_THROUGH;
/* prepare operator state vars */
RNA_int_set(op->ptr, "min_x", sad->sa1->totrct.xmin);
RNA_int_set(op->ptr, "min_y", sad->sa1->totrct.ymin);
RNA_int_set(op->ptr, "max_x", sad->sa2->totrct.xmin);
RNA_int_set(op->ptr, "max_y", sad->sa2->totrct.ymin);
}
if (!area_join_init(C, op))
return OPERATOR_CANCELLED;
/* add temp handler */
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
static void area_join_cancel(bContext *C, wmOperator *op)
{
WM_event_add_notifier(C, NC_WINDOW, NULL);
area_join_exit(C, op);
}
/* modal callback while selecting area (space) that will be removed */
static int area_join_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
2012-05-08 11:48:19 +00:00
bScreen *sc = CTX_wm_screen(C);
wmWindow *win = CTX_wm_window(C);
sAreaJoinData *jd = (sAreaJoinData *)op->customdata;
/* execute the events */
switch (event->type) {
case MOUSEMOVE:
{
ScrArea *sa = BKE_screen_find_area_xy(sc, SPACE_TYPE_ANY, event->x, event->y);
int dir = -1;
if (sa) {
if (jd->sa1 != sa) {
dir = area_getorientation(jd->sa1, sa);
if (dir != -1) {
jd->sa2 = sa;
}
else {
/* we are not bordering on the previously selected area
* we check if area has common border with the one marked for removal
* in this case we can swap areas.
*/
dir = area_getorientation(sa, jd->sa2);
if (dir != -1) {
jd->sa1 = jd->sa2;
jd->sa2 = sa;
}
else {
jd->sa2 = NULL;
}
}
WM_event_add_notifier(C, NC_WINDOW, NULL);
}
else {
/* we are back in the area previously selected for keeping
2012-05-16 23:37:23 +00:00
* we swap the areas if possible to allow user to choose */
if (jd->sa2 != NULL) {
jd->sa1 = jd->sa2;
jd->sa2 = sa;
dir = area_getorientation(jd->sa1, jd->sa2);
if (dir == -1) {
printf("oops, didn't expect that!\n");
}
}
else {
dir = area_getorientation(jd->sa1, sa);
if (dir != -1) {
jd->sa2 = sa;
}
}
WM_event_add_notifier(C, NC_WINDOW, NULL);
}
}
if (dir == 1)
WM_cursor_set(win, BC_N_ARROWCURSOR);
else if (dir == 3)
WM_cursor_set(win, BC_S_ARROWCURSOR);
else if (dir == 2)
WM_cursor_set(win, BC_E_ARROWCURSOR);
else if (dir == 0)
WM_cursor_set(win, BC_W_ARROWCURSOR);
else
WM_cursor_set(win, BC_STOPCURSOR);
break;
}
case LEFTMOUSE:
2012-05-08 11:48:19 +00:00
if (event->val == KM_RELEASE) {
ED_area_tag_redraw(jd->sa1);
ED_area_tag_redraw(jd->sa2);
area_join_apply(C, op);
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
area_join_exit(C, op);
return OPERATOR_FINISHED;
}
break;
case RIGHTMOUSE:
case ESCKEY:
area_join_cancel(C, op);
return OPERATOR_CANCELLED;
}
return OPERATOR_RUNNING_MODAL;
}
/* Operator for joining two areas (space types) */
static void SCREEN_OT_area_join(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Join Area";
ot->description = "Join selected areas into new window";
ot->idname = "SCREEN_OT_area_join";
/* api callbacks */
ot->exec = area_join_exec;
ot->invoke = area_join_invoke;
ot->modal = area_join_modal;
ot->poll = screen_active_editable;
ot->cancel = area_join_cancel;
/* flags */
2012-05-08 11:48:19 +00:00
ot->flag = OPTYPE_BLOCKING | OPTYPE_INTERNAL;
/* rna */
RNA_def_int(ot->srna, "min_x", -100, INT_MIN, INT_MAX, "X 1", "", INT_MIN, INT_MAX);
RNA_def_int(ot->srna, "min_y", -100, INT_MIN, INT_MAX, "Y 1", "", INT_MIN, INT_MAX);
RNA_def_int(ot->srna, "max_x", -100, INT_MIN, INT_MAX, "X 2", "", INT_MIN, INT_MAX);
RNA_def_int(ot->srna, "max_y", -100, INT_MIN, INT_MAX, "Y 2", "", INT_MIN, INT_MAX);
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Screen Area Options Operator
* \{ */
static int screen_area_options_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
const wmWindow *win = CTX_wm_window(C);
const bScreen *sc = CTX_wm_screen(C);
uiPopupMenu *pup;
uiLayout *layout;
PointerRNA ptr;
ScrEdge *actedge;
rcti window_rect;
WM_window_rect_calc(win, &window_rect);
actedge = screen_geom_area_map_find_active_scredge(AREAMAP_FROM_SCREEN(sc), &window_rect, event->x, event->y);
2012-05-08 11:48:19 +00:00
if (actedge == NULL) return OPERATOR_CANCELLED;
pup = UI_popup_menu_begin(C, RNA_struct_ui_name(op->type->srna), ICON_NONE);
layout = UI_popup_menu_layout(pup);
uiItemFullO(layout, "SCREEN_OT_area_split", NULL, ICON_NONE, NULL, WM_OP_INVOKE_DEFAULT, 0, &ptr);
/* store initial mouse cursor position */
RNA_int_set_array(&ptr, "cursor", &event->x);
uiItemFullO(layout, "SCREEN_OT_area_join", NULL, ICON_NONE, NULL, WM_OP_INVOKE_DEFAULT, 0, &ptr);
/* mouse cursor on edge, '4' can fail on wide edges... */
RNA_int_set(&ptr, "min_x", event->x + 4);
RNA_int_set(&ptr, "min_y", event->y + 4);
RNA_int_set(&ptr, "max_x", event->x - 4);
RNA_int_set(&ptr, "max_y", event->y - 4);
UI_popup_menu_end(C, pup);
return OPERATOR_INTERFACE;
}
static void SCREEN_OT_area_options(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Area Options";
ot->description = "Operations for splitting and merging";
ot->idname = "SCREEN_OT_area_options";
/* api callbacks */
ot->invoke = screen_area_options_invoke;
ot->poll = ED_operator_screen_mainwinactive;
/* flags */
ot->flag = OPTYPE_INTERNAL;
}
2018-01-21 01:41:58 +11:00
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Space Data Cleanup Operator
* \{ */
static int spacedata_cleanup_exec(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
Main *bmain = CTX_data_main(C);
bScreen *screen;
ScrArea *sa;
2012-05-08 11:48:19 +00:00
int tot = 0;
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
2012-05-08 11:48:19 +00:00
for (sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->spacedata.first != sa->spacedata.last) {
2012-05-08 11:48:19 +00:00
SpaceLink *sl = sa->spacedata.first;
BLI_remlink(&sa->spacedata, sl);
tot += BLI_listbase_count(&sa->spacedata);
BKE_spacedata_freelist(&sa->spacedata);
BLI_addtail(&sa->spacedata, sl);
}
}
}
BKE_reportf(op->reports, RPT_INFO, "Removed amount of editors: %d", tot);
return OPERATOR_FINISHED;
}
static void SCREEN_OT_spacedata_cleanup(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Clean-up Space-data";
ot->description = "Remove unused settings for invisible editors";
ot->idname = "SCREEN_OT_spacedata_cleanup";
/* api callbacks */
ot->exec = spacedata_cleanup_exec;
ot->poll = WM_operator_winactive;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Repeat Last Operator
* \{ */
static int repeat_last_exec(bContext *C, wmOperator *UNUSED(op))
{
wmWindowManager *wm = CTX_wm_manager(C);
wmOperator *lastop = wm->operators.last;
/* Seek last registered operator */
while (lastop) {
if (lastop->type->flag & OPTYPE_REGISTER) {
break;
}
else {
lastop = lastop->prev;
}
}
if (lastop) {
WM_operator_free_all_after(wm, lastop);
WM_operator_repeat_interactive(C, lastop);
}
return OPERATOR_CANCELLED;
}
static void SCREEN_OT_repeat_last(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Repeat Last";
ot->description = "Repeat last action";
ot->idname = "SCREEN_OT_repeat_last";
/* api callbacks */
ot->exec = repeat_last_exec;
ot->poll = ED_operator_screenactive;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Repeat History Operator
* \{ */
static int repeat_history_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
{
2012-05-08 11:48:19 +00:00
wmWindowManager *wm = CTX_wm_manager(C);
wmOperator *lastop;
uiPopupMenu *pup;
uiLayout *layout;
int items, i;
items = BLI_listbase_count(&wm->operators);
2012-05-08 11:48:19 +00:00
if (items == 0)
return OPERATOR_CANCELLED;
pup = UI_popup_menu_begin(C, RNA_struct_ui_name(op->type->srna), ICON_NONE);
layout = UI_popup_menu_layout(pup);
2012-05-08 11:48:19 +00:00
for (i = items - 1, lastop = wm->operators.last; lastop; lastop = lastop->prev, i--)
if ((lastop->type->flag & OPTYPE_REGISTER) && WM_operator_repeat_check(C, lastop)) {
uiItemIntO(layout, RNA_struct_ui_name(lastop->type->srna), ICON_NONE, op->type->idname, "index", i);
}
UI_popup_menu_end(C, pup);
return OPERATOR_INTERFACE;
}
static int repeat_history_exec(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
wmWindowManager *wm = CTX_wm_manager(C);
2012-05-08 11:48:19 +00:00
op = BLI_findlink(&wm->operators, RNA_int_get(op->ptr, "index"));
if (op) {
/* let's put it as last operator in list */
BLI_remlink(&wm->operators, op);
BLI_addtail(&wm->operators, op);
WM_operator_repeat(C, op);
}
return OPERATOR_FINISHED;
}
static void SCREEN_OT_repeat_history(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Repeat History";
ot->description = "Display menu for previous actions performed";
ot->idname = "SCREEN_OT_repeat_history";
/* api callbacks */
ot->invoke = repeat_history_invoke;
ot->exec = repeat_history_exec;
ot->poll = ED_operator_screenactive;
RNA_def_int(ot->srna, "index", 0, 0, INT_MAX, "Index", "", 0, 1000);
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Redo Operator
* \{ */
static int redo_last_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *UNUSED(event))
{
2012-05-08 11:48:19 +00:00
wmOperator *lastop = WM_operator_last_redo(C);
if (lastop)
WM_operator_redo_popup(C, lastop);
return OPERATOR_CANCELLED;
}
static void SCREEN_OT_redo_last(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Redo Last";
ot->description = "Display menu for last action performed";
ot->idname = "SCREEN_OT_redo_last";
/* api callbacks */
ot->invoke = redo_last_invoke;
ot->poll = ED_operator_screenactive;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Region Quad-View Operator
* \{ */
static void view3d_localview_update_rv3d(struct RegionView3D *rv3d)
{
if (rv3d->localvd) {
rv3d->localvd->view = rv3d->view;
rv3d->localvd->persp = rv3d->persp;
copy_qt_qt(rv3d->localvd->viewquat, rv3d->viewquat);
}
}
static void region_quadview_init_rv3d(ScrArea *sa, ARegion *ar,
const char viewlock, const char view, const char persp)
{
RegionView3D *rv3d = ar->regiondata;
if (persp == RV3D_CAMOB) {
ED_view3d_lastview_store(rv3d);
}
rv3d->viewlock = viewlock;
rv3d->view = view;
rv3d->persp = persp;
ED_view3d_lock(rv3d);
view3d_localview_update_rv3d(rv3d);
if ((viewlock & RV3D_BOXCLIP) && (persp == RV3D_ORTHO)) {
ED_view3d_quadview_update(sa, ar, true);
}
}
/* insert a region in the area region list */
static int region_quadview_exec(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
ARegion *ar = CTX_wm_region(C);
/* some rules... */
if (ar->regiontype != RGN_TYPE_WINDOW) {
BKE_report(op->reports, RPT_ERROR, "Only window region can be 4-splitted");
}
2012-05-08 11:48:19 +00:00
else if (ar->alignment == RGN_ALIGN_QSPLIT) {
/* Exit quad-view */
2012-05-08 11:48:19 +00:00
ScrArea *sa = CTX_wm_area(C);
ARegion *arn;
/* keep current region */
2012-05-08 11:48:19 +00:00
ar->alignment = 0;
2012-05-08 11:48:19 +00:00
if (sa->spacetype == SPACE_VIEW3D) {
ARegion *ar_iter;
2012-05-08 11:48:19 +00:00
RegionView3D *rv3d = ar->regiondata;
/* if this is a locked view, use settings from 'User' view */
if (rv3d->viewlock) {
View3D *v3d_user;
ARegion *ar_user;
if (ED_view3d_context_user_region(C, &v3d_user, &ar_user)) {
if (ar != ar_user) {
SWAP(void *, ar->regiondata, ar_user->regiondata);
rv3d = ar->regiondata;
}
}
}
rv3d->viewlock_quad = RV3D_VIEWLOCK_INIT;
2012-05-08 11:48:19 +00:00
rv3d->viewlock = 0;
rv3d->rflag &= ~RV3D_CLIPPING;
/* accumulate locks, incase they're mixed */
for (ar_iter = sa->regionbase.first; ar_iter; ar_iter = ar_iter->next) {
if (ar_iter->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d_iter = ar_iter->regiondata;
rv3d->viewlock_quad |= rv3d_iter->viewlock;
}
}
}
2012-05-08 11:48:19 +00:00
for (ar = sa->regionbase.first; ar; ar = arn) {
arn = ar->next;
if (ar->alignment == RGN_ALIGN_QSPLIT) {
ED_region_exit(C, ar);
BKE_area_region_free(sa->type, ar);
BLI_remlink(&sa->regionbase, ar);
MEM_freeN(ar);
}
}
ED_area_tag_redraw(sa);
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
}
else if (ar->next) {
BKE_report(op->reports, RPT_ERROR, "Only last region can be 4-splitted");
}
else {
/* Enter quad-view */
2012-05-08 11:48:19 +00:00
ScrArea *sa = CTX_wm_area(C);
ARegion *newar;
int count;
2012-05-08 11:48:19 +00:00
ar->alignment = RGN_ALIGN_QSPLIT;
2012-05-08 11:48:19 +00:00
for (count = 0; count < 3; count++) {
newar = BKE_area_region_copy(sa->type, ar);
BLI_addtail(&sa->regionbase, newar);
}
/* lock views and set them */
2012-05-08 11:48:19 +00:00
if (sa->spacetype == SPACE_VIEW3D) {
View3D *v3d = sa->spacedata.first;
int index_qsplit = 0;
/* run ED_view3d_lock() so the correct 'rv3d->viewquat' is set,
* otherwise when restoring rv3d->localvd the 'viewquat' won't
* match the 'view', set on entering localview See: [#26315],
*
* We could avoid manipulating rv3d->localvd here if exiting
* localview with a 4-split would assign these view locks */
RegionView3D *rv3d = ar->regiondata;
const char viewlock = (rv3d->viewlock_quad & RV3D_VIEWLOCK_INIT) ?
(rv3d->viewlock_quad & ~RV3D_VIEWLOCK_INIT) : RV3D_LOCKED;
region_quadview_init_rv3d(sa, ar, viewlock, ED_view3d_lock_view_from_index(index_qsplit++), RV3D_ORTHO);
region_quadview_init_rv3d(sa, (ar = ar->next), viewlock, ED_view3d_lock_view_from_index(index_qsplit++), RV3D_ORTHO);
region_quadview_init_rv3d(sa, (ar = ar->next), viewlock, ED_view3d_lock_view_from_index(index_qsplit++), RV3D_ORTHO);
/* forcing camera is distracting */
#if 0
if (v3d->camera) region_quadview_init_rv3d(sa, (ar = ar->next), 0, RV3D_VIEW_CAMERA, RV3D_CAMOB);
else region_quadview_init_rv3d(sa, (ar = ar->next), 0, RV3D_VIEW_USER, RV3D_PERSP);
#else
(void)v3d;
#endif
}
ED_area_tag_redraw(sa);
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
}
return OPERATOR_FINISHED;
}
static void SCREEN_OT_region_quadview(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Toggle Quad View";
ot->description = "Split selected area into camera, front, right & top views";
ot->idname = "SCREEN_OT_region_quadview";
/* api callbacks */
ot->exec = region_quadview_exec;
ot->poll = ED_operator_region_view3d_active;
ot->flag = 0;
}
2018-01-21 01:41:58 +11:00
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Region Flip Operator
* \{ */
/* flip a region alignment */
static int region_flip_exec(bContext *C, wmOperator *UNUSED(op))
{
2012-05-08 11:48:19 +00:00
ARegion *ar = CTX_wm_region(C);
if (!ar)
return OPERATOR_CANCELLED;
2012-05-08 11:48:19 +00:00
if (ar->alignment == RGN_ALIGN_TOP)
ar->alignment = RGN_ALIGN_BOTTOM;
else if (ar->alignment == RGN_ALIGN_BOTTOM)
ar->alignment = RGN_ALIGN_TOP;
else if (ar->alignment == RGN_ALIGN_LEFT)
ar->alignment = RGN_ALIGN_RIGHT;
else if (ar->alignment == RGN_ALIGN_RIGHT)
ar->alignment = RGN_ALIGN_LEFT;
ED_area_tag_redraw(CTX_wm_area(C));
WM_event_add_mousemove(C);
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
return OPERATOR_FINISHED;
}
2018-07-02 12:03:56 +02:00
static bool region_flip_poll(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
{
ScrArea *area = CTX_wm_area(C);
/* don't flip anything around in topbar */
if (area && area->spacetype == SPACE_TOPBAR) {
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
CTX_wm_operator_poll_msg_set(C, "Flipping regions in the Top-bar is not allowed");
return 0;
}
return ED_operator_areaactive(C);
}
static void SCREEN_OT_region_flip(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Flip Region";
ot->idname = "SCREEN_OT_region_flip";
ot->description = "Toggle the region's alignment (left/right or top/bottom)";
/* api callbacks */
ot->exec = region_flip_exec;
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
ot->poll = region_flip_poll;
ot->flag = 0;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Header Toggle Operator
* \{ */
static int header_exec(bContext *C, wmOperator *UNUSED(op))
{
ARegion *ar = screen_find_region_type(C, RGN_TYPE_HEADER);
if (ar == NULL) {
return OPERATOR_CANCELLED;
}
ar->flag ^= RGN_FLAG_HIDDEN;
ED_area_tag_redraw(CTX_wm_area(C));
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
return OPERATOR_FINISHED;
}
static void SCREEN_OT_header(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Toggle Header";
ot->description = "Toggle header display";
ot->idname = "SCREEN_OT_header";
/* api callbacks */
ot->exec = header_exec;
}
2018-01-21 01:41:58 +11:00
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Header Toggle Menu Operator
* \{ */
/* show/hide header text menus */
static int header_toggle_menus_exec(bContext *C, wmOperator *UNUSED(op))
{
ScrArea *sa = CTX_wm_area(C);
sa->flag = sa->flag ^ HEADER_NO_PULLDOWN;
ED_area_tag_redraw(sa);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
WM_event_add_notifier(C, NC_SCREEN | NA_EDITED, NULL);
return OPERATOR_FINISHED;
}
static void SCREEN_OT_header_toggle_menus(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Expand/Collapse Header Menus";
ot->idname = "SCREEN_OT_header_toggle_menus";
ot->description = "Expand or collapse the header pulldown menus";
/* api callbacks */
ot->exec = header_toggle_menus_exec;
ot->poll = ED_operator_areaactive;
ot->flag = 0;
}
2018-01-21 01:41:58 +11:00
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Header Tools Operator
* \{ */
static bool header_context_menu_poll(bContext *C)
{
ScrArea *sa = CTX_wm_area(C);
return (sa && sa->spacetype != SPACE_STATUSBAR);
}
void ED_screens_header_tools_menu_create(bContext *C, uiLayout *layout, void *UNUSED(arg))
{
2012-05-08 11:48:19 +00:00
ScrArea *sa = CTX_wm_area(C);
ARegion *ar = CTX_wm_region(C);
const char *but_flip_str = (ar->alignment == RGN_ALIGN_TOP) ? IFACE_("Flip to Bottom") : IFACE_("Flip to Top");
if (!ELEM(sa->spacetype, SPACE_TOPBAR)) {
uiItemO(layout, IFACE_("Toggle Header"), ICON_NONE, "SCREEN_OT_header");
}
/* default is WM_OP_INVOKE_REGION_WIN, which we don't want here. */
uiLayoutSetOperatorContext(layout, WM_OP_INVOKE_DEFAULT);
if (!ELEM(sa->spacetype, SPACE_TOPBAR)) {
uiItemO(layout, but_flip_str, ICON_NONE, "SCREEN_OT_region_flip");
}
uiItemO(layout, IFACE_("Collapse Menus"),
(sa->flag & HEADER_NO_PULLDOWN) ? ICON_CHECKBOX_HLT : ICON_CHECKBOX_DEHLT,
"SCREEN_OT_header_toggle_menus");
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
/* file browser should be fullscreen all the time, topbar should
* never be. But other regions can be maximized/restored... */
if (!ELEM(sa->spacetype, SPACE_FILE, SPACE_TOPBAR)) {
uiItemS(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
const char *but_str = sa->full ? IFACE_("Tile Area") : IFACE_("Maximize Area");
uiItemO(layout, but_str, ICON_NONE, "SCREEN_OT_screen_full_area");
}
}
static int header_context_menu_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *UNUSED(event))
{
uiPopupMenu *pup;
uiLayout *layout;
pup = UI_popup_menu_begin(C, IFACE_("Header"), ICON_NONE);
layout = UI_popup_menu_layout(pup);
ED_screens_header_tools_menu_create(C, layout, NULL);
UI_popup_menu_end(C, pup);
return OPERATOR_INTERFACE;
}
static void SCREEN_OT_header_context_menu(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Header Context Menu";
ot->description = "Display header region context menu";
ot->idname = "SCREEN_OT_header_context_menu";
/* api callbacks */
ot->poll = header_context_menu_poll;
ot->invoke = header_context_menu_invoke;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Navigation Bar Tools Menu
* \{ */
void ED_screens_navigation_bar_tools_menu_create(bContext *C, uiLayout *layout, void *UNUSED(arg))
{
const ARegion *ar = CTX_wm_region(C);
const char *but_flip_str = (ar->alignment == RGN_ALIGN_LEFT) ? IFACE_("Flip to Right") : IFACE_("Flip to Left");
/* default is WM_OP_INVOKE_REGION_WIN, which we don't want here. */
uiLayoutSetOperatorContext(layout, WM_OP_INVOKE_DEFAULT);
uiItemO(layout, but_flip_str, ICON_NONE, "SCREEN_OT_region_flip");
}
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Animation Step Operator
*
* Animation Step.
* \{ */
static int match_area_with_refresh(int spacetype, int refresh)
{
switch (spacetype) {
case SPACE_TIME:
if (refresh & SPACE_TIME)
return 1;
break;
}
return 0;
}
static int match_region_with_redraws(int spacetype, int regiontype, int redraws, bool from_anim_edit)
{
2012-05-08 11:48:19 +00:00
if (regiontype == RGN_TYPE_WINDOW) {
switch (spacetype) {
case SPACE_VIEW3D:
if ((redraws & TIME_ALL_3D_WIN) || from_anim_edit)
return 1;
break;
case SPACE_GRAPH:
case SPACE_NLA:
if ((redraws & TIME_ALL_ANIM_WIN) || from_anim_edit)
return 1;
break;
case SPACE_ACTION:
/* if only 1 window or 3d windows, we do timeline too
* NOTE: Now we do do action editor in all these cases, since timeline is here
*/
if ((redraws & (TIME_ALL_ANIM_WIN | TIME_REGION | TIME_ALL_3D_WIN)) || from_anim_edit)
return 1;
break;
case SPACE_PROPERTIES:
if (redraws & TIME_ALL_BUTS_WIN)
return 1;
break;
case SPACE_SEQ:
if ((redraws & (TIME_SEQ | TIME_ALL_ANIM_WIN)) || from_anim_edit)
return 1;
break;
case SPACE_NODE:
if (redraws & (TIME_NODES))
return 1;
break;
case SPACE_IMAGE:
if ((redraws & TIME_ALL_IMAGE_WIN) || from_anim_edit)
return 1;
break;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
case SPACE_CLIP:
if ((redraws & TIME_CLIPS) || from_anim_edit)
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
return 1;
break;
}
}
else if (regiontype == RGN_TYPE_CHANNELS) {
switch (spacetype) {
case SPACE_GRAPH:
case SPACE_ACTION:
case SPACE_NLA:
if (redraws & TIME_ALL_ANIM_WIN)
return 1;
break;
}
}
2012-05-08 11:48:19 +00:00
else if (regiontype == RGN_TYPE_UI) {
if (spacetype == SPACE_CLIP) {
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
/* Track Preview button is on Properties Editor in SpaceClip,
* and it's very common case when users want it be refreshing
* during playback, so asking people to enable special option
* for this is a bit tricky, so add exception here for refreshing
* Properties Editor for SpaceClip always */
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
return 1;
}
if (redraws & TIME_ALL_BUTS_WIN)
return 1;
}
2012-05-08 11:48:19 +00:00
else if (regiontype == RGN_TYPE_HEADER) {
if (spacetype == SPACE_ACTION)
return 1;
}
2012-05-08 11:48:19 +00:00
else if (regiontype == RGN_TYPE_PREVIEW) {
switch (spacetype) {
case SPACE_SEQ:
2012-05-08 11:48:19 +00:00
if (redraws & (TIME_SEQ | TIME_ALL_ANIM_WIN))
return 1;
break;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
case SPACE_CLIP:
return 1;
}
}
return 0;
}
//#define PROFILE_AUDIO_SYNCH
static int screen_animation_step(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
{
2012-05-08 11:48:19 +00:00
bScreen *screen = CTX_wm_screen(C);
#ifdef PROFILE_AUDIO_SYNCH
static int old_frame = 0;
int newfra_int;
#endif
2012-05-08 11:48:19 +00:00
if (screen->animtimer && screen->animtimer == event->customdata) {
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
struct Depsgraph *depsgraph = CTX_data_depsgraph(C);
2012-05-08 11:48:19 +00:00
wmTimer *wt = screen->animtimer;
ScreenAnimData *sad = wt->customdata;
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *window;
ScrArea *sa;
int sync;
float time;
/* sync, don't sync, or follow scene setting */
2012-05-08 11:48:19 +00:00
if (sad->flag & ANIMPLAY_FLAG_SYNC) sync = 1;
else if (sad->flag & ANIMPLAY_FLAG_NO_SYNC) sync = 0;
else sync = (scene->flag & SCE_FRAME_DROP);
if ((scene->audio.flag & AUDIO_SYNC) &&
(sad->flag & ANIMPLAY_FLAG_REVERSE) == false &&
isfinite(time = BKE_sound_sync_scene(scene)))
{
double newfra = (double)time * FPS;
/* give some space here to avoid jumps */
if (newfra + 0.5 > scene->r.cfra && newfra - 0.5 < scene->r.cfra)
scene->r.cfra++;
else
scene->r.cfra = newfra + 0.5;
#ifdef PROFILE_AUDIO_SYNCH
newfra_int = scene->r.cfra;
if (newfra_int < old_frame) {
printf("back jump detected, frame %d!\n", newfra_int);
}
else if (newfra_int > old_frame + 1) {
printf("forward jump detected, frame %d!\n", newfra_int);
}
fflush(stdout);
old_frame = newfra_int;
#endif
}
else {
if (sync) {
/* note: this is very simplistic,
* its has problem that it may skip too many frames.
* however at least this gives a less jittery playback */
const int step = max_ii(1, floor((wt->duration - sad->last_duration) * FPS));
/* skip frames */
if (sad->flag & ANIMPLAY_FLAG_REVERSE)
scene->r.cfra -= step;
else
scene->r.cfra += step;
}
else {
/* one frame +/- */
if (sad->flag & ANIMPLAY_FLAG_REVERSE)
scene->r.cfra--;
else
scene->r.cfra++;
}
}
sad->last_duration = wt->duration;
/* reset 'jumped' flag before checking if we need to jump... */
sad->flag &= ~ANIMPLAY_FLAG_JUMPED;
if (sad->flag & ANIMPLAY_FLAG_REVERSE) {
/* jump back to end? */
if (PRVRANGEON) {
if (scene->r.cfra < scene->r.psfra) {
2012-05-08 11:48:19 +00:00
scene->r.cfra = scene->r.pefra;
sad->flag |= ANIMPLAY_FLAG_JUMPED;
}
}
else {
if (scene->r.cfra < scene->r.sfra) {
2012-05-08 11:48:19 +00:00
scene->r.cfra = scene->r.efra;
sad->flag |= ANIMPLAY_FLAG_JUMPED;
}
}
}
else {
/* jump back to start? */
if (PRVRANGEON) {
if (scene->r.cfra > scene->r.pefra) {
2012-05-08 11:48:19 +00:00
scene->r.cfra = scene->r.psfra;
sad->flag |= ANIMPLAY_FLAG_JUMPED;
}
}
else {
if (scene->r.cfra > scene->r.efra) {
2012-05-08 11:48:19 +00:00
scene->r.cfra = scene->r.sfra;
sad->flag |= ANIMPLAY_FLAG_JUMPED;
}
}
}
2012-07-16 23:23:33 +00:00
/* next frame overridden by user action (pressed jump to first/last frame) */
if (sad->flag & ANIMPLAY_FLAG_USE_NEXT_FRAME) {
scene->r.cfra = sad->nextfra;
sad->flag &= ~ANIMPLAY_FLAG_USE_NEXT_FRAME;
sad->flag |= ANIMPLAY_FLAG_JUMPED;
}
if (sad->flag & ANIMPLAY_FLAG_JUMPED) {
BKE_sound_seek_scene(bmain, scene);
2015-04-02 15:55:43 +11:00
#ifdef PROFILE_AUDIO_SYNCH
old_frame = CFRA;
2015-04-02 15:55:43 +11:00
#endif
}
/* since we follow drawflags, we can't send notifier but tag regions ourselves */
ED_update_for_newframe(bmain, depsgraph);
for (window = wm->windows.first; window; window = window->next) {
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
const bScreen *win_screen = WM_window_get_active_screen(window);
for (sa = win_screen->areabase.first; sa; sa = sa->next) {
ARegion *ar;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
bool redraw = false;
2012-10-31 10:09:06 +00:00
if (ar == sad->ar) {
redraw = true;
2012-10-31 10:09:06 +00:00
}
else if (match_region_with_redraws(sa->spacetype, ar->regiontype, sad->redraws, sad->from_anim_edit)) {
redraw = true;
}
if (redraw) {
ED_region_tag_redraw(ar);
/* do follow here if editor type supports it */
if ((sad->redraws & TIME_FOLLOW)) {
if ((ar->regiontype == RGN_TYPE_WINDOW &&
ELEM(sa->spacetype, SPACE_SEQ, SPACE_GRAPH, SPACE_ACTION, SPACE_NLA)) ||
(sa->spacetype == SPACE_CLIP && ar->regiontype == RGN_TYPE_PREVIEW))
{
float w = BLI_rctf_size_x(&ar->v2d.cur);
if (scene->r.cfra < ar->v2d.cur.xmin) {
ar->v2d.cur.xmax = scene->r.cfra;
ar->v2d.cur.xmin = ar->v2d.cur.xmax - w;
}
else if (scene->r.cfra > ar->v2d.cur.xmax) {
ar->v2d.cur.xmin = scene->r.cfra;
ar->v2d.cur.xmax = ar->v2d.cur.xmin + w;
}
}
}
2012-10-31 10:09:06 +00:00
}
}
if (match_area_with_refresh(sa->spacetype, sad->refresh))
ED_area_tag_refresh(sa);
}
}
/* update frame rate info too
* NOTE: this may not be accurate enough, since we might need this after modifiers/etc.
* have been calculated instead of just before updates have been done?
*/
ED_refresh_viewport_fps(C);
2019-03-08 17:48:49 +11:00
/* Recalculate the time-step for the timer now that we've finished calculating this,
* since the frames-per-second value may have been changed.
*/
2012-10-20 20:20:02 +00:00
/* TODO: this may make evaluation a bit slower if the value doesn't change... any way to avoid this? */
2012-05-08 11:48:19 +00:00
wt->timestep = (1.0 / FPS);
return OPERATOR_FINISHED;
}
return OPERATOR_PASS_THROUGH;
}
static void SCREEN_OT_animation_step(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Animation Step";
ot->description = "Step through animation by position";
ot->idname = "SCREEN_OT_animation_step";
/* api callbacks */
ot->invoke = screen_animation_step;
ot->poll = ED_operator_screenactive_norender;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Animation Playback Operator
*
* Animation Playback with Timer.
* \{ */
/* find window that owns the animation timer */
bScreen *ED_screen_animation_playing(const wmWindowManager *wm)
{
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
for (wmWindow *win = wm->windows.first; win; win = win->next) {
bScreen *screen = WM_window_get_active_screen(win);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
if (screen->animtimer || screen->scrubbing) {
return screen;
}
}
return NULL;
}
2015-06-05 16:47:01 +02:00
bScreen *ED_screen_animation_no_scrub(const wmWindowManager *wm)
{
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
for (wmWindow *win = wm->windows.first; win; win = win->next) {
bScreen *screen = WM_window_get_active_screen(win);
2015-06-05 16:47:01 +02:00
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
if (screen->animtimer) {
return screen;
2015-06-05 16:47:01 +02:00
}
}
return NULL;
}
/* toggle operator */
int ED_screen_animation_play(bContext *C, int sync, int mode)
{
2012-05-08 11:48:19 +00:00
bScreen *screen = CTX_wm_screen(C);
Scene *scene = CTX_data_scene(C);
if (ED_screen_animation_playing(CTX_wm_manager(C))) {
/* stop playback now */
ED_screen_animation_timer(C, 0, 0, 0, 0);
BKE_sound_stop_scene(scene);
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
}
else {
/* these settings are currently only available from a menu in the TimeLine */
int refresh = SPACE_ACTION;
2012-10-20 20:20:02 +00:00
if (mode == 1) /* XXX only play audio forwards!? */
BKE_sound_play_scene(scene);
ED_screen_animation_timer(C, screen->redraws_flag, refresh, sync, mode);
if (screen->animtimer) {
2012-05-08 11:48:19 +00:00
wmTimer *wt = screen->animtimer;
ScreenAnimData *sad = wt->customdata;
2012-05-08 11:48:19 +00:00
sad->ar = CTX_wm_region(C);
}
}
return OPERATOR_FINISHED;
}
static int screen_animation_play_exec(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
int mode = (RNA_boolean_get(op->ptr, "reverse")) ? -1 : 1;
int sync = -1;
if (RNA_struct_property_is_set(op->ptr, "sync"))
2012-05-08 11:48:19 +00:00
sync = (RNA_boolean_get(op->ptr, "sync"));
return ED_screen_animation_play(C, sync, mode);
}
static void SCREEN_OT_animation_play(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Play Animation";
ot->description = "Play animation";
ot->idname = "SCREEN_OT_animation_play";
/* api callbacks */
ot->exec = screen_animation_play_exec;
ot->poll = ED_operator_screenactive_norender;
prop = RNA_def_boolean(ot->srna, "reverse", 0, "Play in Reverse", "Animation is played backwards");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
prop = RNA_def_boolean(ot->srna, "sync", 0, "Sync", "Drop frames to maintain framerate");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Animation Cancel Operator
* \{ */
static int screen_animation_cancel_exec(bContext *C, wmOperator *op)
{
bScreen *screen = ED_screen_animation_playing(CTX_wm_manager(C));
if (screen) {
if (RNA_boolean_get(op->ptr, "restore_frame") && screen->animtimer) {
2012-05-08 11:48:19 +00:00
ScreenAnimData *sad = screen->animtimer->customdata;
Scene *scene = CTX_data_scene(C);
/* reset current frame before stopping, and just send a notifier to deal with the rest
* (since playback still needs to be stopped)
*/
2012-05-08 11:48:19 +00:00
scene->r.cfra = sad->sfra;
2012-05-08 11:48:19 +00:00
WM_event_add_notifier(C, NC_SCENE | ND_FRAME, scene);
}
/* call the other "toggling" operator to clean up now */
ED_screen_animation_play(C, 0, 0);
}
return OPERATOR_PASS_THROUGH;
}
static void SCREEN_OT_animation_cancel(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Cancel Animation";
ot->description = "Cancel animation, returning to the original frame";
ot->idname = "SCREEN_OT_animation_cancel";
/* api callbacks */
ot->exec = screen_animation_cancel_exec;
ot->poll = ED_operator_screenactive;
RNA_def_boolean(ot->srna, "restore_frame", true, "Restore Frame", "Restore the frame when animation was initialized");
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Box Select Operator (Template)
2018-01-21 01:41:58 +11:00
* \{ */
/* operator state vars used: (added by default WM callbacks)
* xmin, ymin
* xmax, ymax
*
* customdata: the wmGesture pointer
*
* callbacks:
*
* exec() has to be filled in by user
*
* invoke() default WM function
* adds modal handler
*
* modal() default WM function
* accept modal events while doing it, calls exec(), handles ESC and border drawing
*
* poll() has to be filled in by user for context
*/
#if 0
static int box_select_exec(bContext *C, wmOperator *op)
{
2012-05-08 11:48:19 +00:00
int event_type = RNA_int_get(op->ptr, "event_type");
2012-05-08 11:48:19 +00:00
if (event_type == LEFTMOUSE)
printf("box select do select\n");
2012-05-08 11:48:19 +00:00
else if (event_type == RIGHTMOUSE)
printf("box select deselect\n");
else
printf("box select do something\n");
return 1;
}
static void SCREEN_OT_box_select(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Box Select";
ot->idname = "SCREEN_OT_box_select";
/* api callbacks */
ot->exec = box_select_exec;
ot->invoke = WM_gesture_box_invoke;
ot->modal = WM_gesture_box_modal;
ot->cancel = WM_gesture_box_cancel;
ot->poll = ED_operator_areaactive;
/* rna */
RNA_def_int(ot->srna, "event_type", 0, INT_MIN, INT_MAX, "Event Type", "", INT_MIN, INT_MAX);
WM_operator_properties_border(ot);
}
#endif
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Full Screen Back Operator
* \{ */
/* *********************** generic fullscreen 'back' button *************** */
static int fullscreen_back_exec(bContext *C, wmOperator *op)
{
bScreen *screen = CTX_wm_screen(C);
2012-05-08 11:48:19 +00:00
ScrArea *sa = NULL;
/* search current screen for 'fullscreen' areas */
2012-05-08 11:48:19 +00:00
for (sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->full) break;
}
if (!sa) {
BKE_report(op->reports, RPT_ERROR, "No fullscreen areas were found");
return OPERATOR_CANCELLED;
}
ED_screen_full_prevspace(C, sa);
return OPERATOR_FINISHED;
}
static void SCREEN_OT_back_to_previous(struct wmOperatorType *ot)
{
/* identifiers */
ot->name = "Back to Previous Screen";
ot->description = "Revert back to the original screen layout, before fullscreen area overlay";
ot->idname = "SCREEN_OT_back_to_previous";
/* api callbacks */
ot->exec = fullscreen_back_exec;
ot->poll = ED_operator_screenactive;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Show User Preferences Operator
* \{ */
static int userpref_show_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
UI: Preferences Redesign Part 2 (Part 1 was 00963afc14978b) Does the following changes visible to users: * Use panels and sub-panels for more structured & logical grouping * Re-organized options more logically than before (see images in D4148) * Use flow layout (single column by default). * New layout uses horizontal margin if there's enough space. * Change size of Preferences window to suit new layout. * Move keymap related options from "Input" into own section. * Own, left-bottom aligned region for Save Preferences button. * Adjustments of names, tooltips & icons. * Move buttons from header into the main region (except editor switch). * Hide Preferences header when opened in temporary window. * Use full area width for header. * Don't use slider but regular number widget for UI scale. * Gray out animation player path option if player isn't "Custom" Internal changes: * Rearrange RNA properties to match changed UI structure. * Introduces new "EXECUTE" region type, see reasoning in D3982. * Changes to panel layout and AZone code for dynamic panel region. * Bumps subversion and does versioning for new regions. RNA changes are documented in the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API Design & implementation mostly done by @billreynish and myself. I recommend checking out the screenshots posted by William: https://developer.blender.org/D4148#93787 Reviewed By: brecht Maniphest Tasks: T54115 Differential Revision: https://developer.blender.org/D4148
2019-01-04 21:40:16 +01:00
int sizex = (500 + UI_NAVIGATION_REGION_WIDTH) * UI_DPI_FAC;
int sizey = 520 * UI_DPI_FAC;
/* changes context! */
if (WM_window_open_temp(C, event->x, event->y, sizex, sizey, WM_WINDOW_USERPREFS) != NULL) {
/* The header only contains the editor switcher and looks empty.
* So hiding in the temp window makes sense. */
UI: Preferences Redesign Part 2 (Part 1 was 00963afc14978b) Does the following changes visible to users: * Use panels and sub-panels for more structured & logical grouping * Re-organized options more logically than before (see images in D4148) * Use flow layout (single column by default). * New layout uses horizontal margin if there's enough space. * Change size of Preferences window to suit new layout. * Move keymap related options from "Input" into own section. * Own, left-bottom aligned region for Save Preferences button. * Adjustments of names, tooltips & icons. * Move buttons from header into the main region (except editor switch). * Hide Preferences header when opened in temporary window. * Use full area width for header. * Don't use slider but regular number widget for UI scale. * Gray out animation player path option if player isn't "Custom" Internal changes: * Rearrange RNA properties to match changed UI structure. * Introduces new "EXECUTE" region type, see reasoning in D3982. * Changes to panel layout and AZone code for dynamic panel region. * Bumps subversion and does versioning for new regions. RNA changes are documented in the release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Preferences_API Design & implementation mostly done by @billreynish and myself. I recommend checking out the screenshots posted by William: https://developer.blender.org/D4148#93787 Reviewed By: brecht Maniphest Tasks: T54115 Differential Revision: https://developer.blender.org/D4148
2019-01-04 21:40:16 +01:00
ScrArea *area = CTX_wm_area(C);
ARegion *region = BKE_area_find_region_type(area, RGN_TYPE_HEADER);
region->flag |= RGN_FLAG_HIDDEN;
return OPERATOR_FINISHED;
}
else {
BKE_report(op->reports, RPT_ERROR, "Failed to open window!");
return OPERATOR_CANCELLED;
}
}
static void SCREEN_OT_userpref_show(struct wmOperatorType *ot)
{
/* identifiers */
ot->name = "Show Preferences";
ot->description = "Edit user preferences and system settings";
ot->idname = "SCREEN_OT_userpref_show";
/* api callbacks */
ot->invoke = userpref_show_invoke;
ot->poll = ED_operator_screenactive;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Show Drivers Editor Operator
* \{ */
static int drivers_editor_show_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
PointerRNA ptr = {{NULL}};
PropertyRNA *prop = NULL;
int index = -1;
uiBut *but = NULL;
int sizex = 900 * UI_DPI_FAC;
int sizey = 580 * UI_DPI_FAC;
/* Get active property to show driver for
* - Need to grab it first, or else this info disappears
* after we've created the window
*/
but = UI_context_active_but_prop_get(C, &ptr, &prop, &index);
/* changes context! */
if (WM_window_open_temp(C, event->x, event->y, sizex, sizey, WM_WINDOW_DRIVERS) != NULL) {
/* activate driver F-Curve for the property under the cursor */
if (but) {
FCurve *fcu;
bool driven, special;
2018-06-04 09:39:04 +02:00
fcu = rna_get_fcurve_context_ui(C,
&ptr, prop, index,
NULL, NULL, &driven, &special);
if (fcu) {
/* Isolate this F-Curve... */
bAnimContext ac;
if (ANIM_animdata_get_context(C, &ac)) {
int filter = ANIMFILTER_DATA_VISIBLE | ANIMFILTER_NODUPLIS;
ANIM_deselect_anim_channels(&ac, ac.data, ac.datatype, 0, ACHANNEL_SETFLAG_CLEAR);
ANIM_set_active_channel(&ac, ac.data, ac.datatype, filter, fcu, ANIMTYPE_FCURVE);
}
else {
/* Just blindly isolate... This isn't the best, and shouldn't happen, but may be enough... */
fcu->flag |= (FCURVE_ACTIVE | FCURVE_SELECTED);
}
}
}
return OPERATOR_FINISHED;
}
else {
BKE_report(op->reports, RPT_ERROR, "Failed to open window!");
return OPERATOR_CANCELLED;
}
}
static void SCREEN_OT_drivers_editor_show(struct wmOperatorType *ot)
{
/* identifiers */
ot->name = "Show Drivers Editor";
ot->description = "Show drivers editor in a separate window";
ot->idname = "SCREEN_OT_drivers_editor_show";
/* api callbacks */
ot->invoke = drivers_editor_show_invoke;
ot->poll = ED_operator_screenactive;
}
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name New Screen Operator
* \{ */
static int screen_new_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain = CTX_data_main(C);
2012-05-08 11:48:19 +00:00
wmWindow *win = CTX_wm_window(C);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
WorkSpace *workspace = BKE_workspace_active_get(win->workspace_hook);
WorkSpaceLayout *layout_old = BKE_workspace_active_layout_get(win->workspace_hook);
WorkSpaceLayout *layout_new;
layout_new = ED_workspace_layout_duplicate(bmain, workspace, layout_old, win);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
WM_event_add_notifier(C, NC_SCREEN | ND_LAYOUTBROWSE, layout_new);
return OPERATOR_FINISHED;
}
static void SCREEN_OT_new(wmOperatorType *ot)
{
/* identifiers */
ot->name = "New Screen";
ot->description = "Add a new screen";
ot->idname = "SCREEN_OT_new";
/* api callbacks */
ot->exec = screen_new_exec;
ot->poll = WM_operator_winactive;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Delete Screen Operator
* \{ */
static int screen_delete_exec(bContext *C, wmOperator *UNUSED(op))
{
2012-05-08 11:48:19 +00:00
bScreen *sc = CTX_wm_screen(C);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
WorkSpace *workspace = CTX_wm_workspace(C);
WorkSpaceLayout *layout = BKE_workspace_layout_find(workspace, sc);
WM_event_add_notifier(C, NC_SCREEN | ND_LAYOUTDELETE, layout);
return OPERATOR_FINISHED;
}
static void SCREEN_OT_delete(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Delete Screen";
ot->description = "Delete active screen";
ot->idname = "SCREEN_OT_delete";
/* api callbacks */
ot->exec = screen_delete_exec;
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Region Alpha Blending Operator
* \{ */
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
2013-02-11 00:49:00 +00:00
/* implementation note: a disappearing region needs at least 1 last draw with 100% backbuffer
2013-02-02 04:58:03 +00:00
* texture over it- then triple buffer will clear it entirely.
* This because flag RGN_HIDDEN is set in end - region doesn't draw at all then */
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
typedef struct RegionAlphaInfo {
ScrArea *sa;
ARegion *ar, *child_ar; /* other region */
int hidden;
} RegionAlphaInfo;
#define TIMEOUT 0.1f
#define TIMESTEP (1.0f / 60.0f)
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
float ED_region_blend_alpha(ARegion *ar)
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
{
/* check parent too */
if (ar->regiontimer == NULL && (ar->alignment & RGN_SPLIT_PREV) && ar->prev) {
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
ar = ar->prev;
}
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
if (ar->regiontimer) {
RegionAlphaInfo *rgi = ar->regiontimer->customdata;
float alpha;
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
alpha = (float)ar->regiontimer->duration / TIMEOUT;
/* makes sure the blend out works 100% - without area redraws */
2012-12-13 00:47:47 +00:00
if (rgi->hidden) alpha = 0.9f - TIMESTEP - alpha;
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
CLAMP(alpha, 0.0f, 1.0f);
return alpha;
}
return 1.0f;
}
/* assumes region has running region-blend timer */
static void region_blend_end(bContext *C, ARegion *ar, const bool is_running)
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
{
RegionAlphaInfo *rgi = ar->regiontimer->customdata;
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* always send redraw */
ED_region_tag_redraw(ar);
if (rgi->child_ar)
ED_region_tag_redraw(rgi->child_ar);
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* if running timer was hiding, the flag toggle went wrong */
if (is_running) {
if (rgi->hidden)
rgi->ar->flag &= ~RGN_FLAG_HIDDEN;
}
else {
if (rgi->hidden) {
rgi->ar->flag |= rgi->hidden;
ED_area_initialize(CTX_wm_manager(C), CTX_wm_window(C), rgi->sa);
}
/* area decoration needs redraw in end */
ED_area_tag_redraw(rgi->sa);
}
WM_event_remove_timer(CTX_wm_manager(C), NULL, ar->regiontimer); /* frees rgi */
ar->regiontimer = NULL;
}
/* assumes that *ar itself is not a splitted version from previous region */
void region_blend_start(bContext *C, ScrArea *sa, ARegion *ar)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
RegionAlphaInfo *rgi;
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* end running timer */
if (ar->regiontimer) {
region_blend_end(C, ar, true);
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
}
rgi = MEM_callocN(sizeof(RegionAlphaInfo), "RegionAlphaInfo");
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
rgi->hidden = ar->flag & RGN_FLAG_HIDDEN;
rgi->sa = sa;
rgi->ar = ar;
ar->flag &= ~RGN_FLAG_HIDDEN;
/* blend in, reinitialize regions because it got unhidden */
if (rgi->hidden == 0)
ED_area_initialize(wm, win, sa);
else
WM_event_remove_handlers(C, &ar->handlers);
if (ar->next) {
if (ar->next->alignment & RGN_SPLIT_PREV) {
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
rgi->child_ar = ar->next;
}
}
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* new timer */
ar->regiontimer = WM_event_add_timer(wm, win, TIMERREGION, TIMESTEP);
ar->regiontimer->customdata = rgi;
}
/* timer runs in win->handlers, so it cannot use context to find area/region */
static int region_blend_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
{
RegionAlphaInfo *rgi;
wmTimer *timer = event->customdata;
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* event type is TIMERREGION, but we better check */
if (event->type != TIMERREGION || timer == NULL)
return OPERATOR_PASS_THROUGH;
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
rgi = timer->customdata;
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* always send redraws */
ED_region_tag_redraw(rgi->ar);
if (rgi->child_ar)
ED_region_tag_redraw(rgi->child_ar);
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* end timer? */
2012-12-13 00:47:47 +00:00
if (rgi->ar->regiontimer->duration > (double)TIMEOUT) {
region_blend_end(C, rgi->ar, false);
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
return (OPERATOR_FINISHED | OPERATOR_PASS_THROUGH);
}
return (OPERATOR_FINISHED | OPERATOR_PASS_THROUGH);
}
static void SCREEN_OT_region_blend(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Region Alpha";
ot->idname = "SCREEN_OT_region_blend";
ot->description = "Blend in and out overlapping region";
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* api callbacks */
ot->invoke = region_blend_invoke;
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* flags */
ot->flag = OPTYPE_INTERNAL;
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* properties */
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Space Type Set or Cycle Operator
* \{ */
static bool space_type_set_or_cycle_poll(bContext *C)
{
ScrArea *sa = CTX_wm_area(C);
return (sa && !ELEM(sa->spacetype, SPACE_TOPBAR, SPACE_STATUSBAR));
}
static int space_type_set_or_cycle_exec(bContext *C, wmOperator *op)
{
const int space_type = RNA_enum_get(op->ptr, "space_type");
PointerRNA ptr;
ScrArea *sa = CTX_wm_area(C);
RNA_pointer_create((ID *)CTX_wm_screen(C), &RNA_Area, sa, &ptr);
PropertyRNA *prop_type = RNA_struct_find_property(&ptr, "type");
PropertyRNA *prop_ui_type = RNA_struct_find_property(&ptr, "ui_type");
if (sa->spacetype != space_type) {
/* Set the type. */
RNA_property_enum_set(&ptr, prop_type, space_type);
RNA_property_update(C, &ptr, prop_type);
}
else {
/* Types match, cycle the subtype. */
const int space_type_ui = RNA_property_enum_get(&ptr, prop_ui_type);
const EnumPropertyItem *item;
int item_len;
bool free;
RNA_property_enum_items(C, &ptr, prop_ui_type, &item, &item_len, &free);
int index = RNA_enum_from_value(item, space_type_ui);
for (int i = 1; i < item_len; i++) {
const EnumPropertyItem *item_test = &item[(index + i) % item_len];
if ((item_test->value >> 16) == space_type) {
RNA_property_enum_set(&ptr, prop_ui_type, item_test->value);
RNA_property_update(C, &ptr, prop_ui_type);
break;
}
}
if (free) {
MEM_freeN((void *)item);
}
}
return OPERATOR_FINISHED;
}
static void SCREEN_OT_space_type_set_or_cycle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Cycle Space Type Set";
ot->description = "Set the space type or cycle sub-type";
ot->idname = "SCREEN_OT_space_type_set_or_cycle";
/* api callbacks */
ot->exec = space_type_set_or_cycle_exec;
ot->poll = space_type_set_or_cycle_poll;
ot->flag = 0;
RNA_def_enum(ot->srna, "space_type", rna_enum_space_type_items, SPACE_EMPTY, "Type", "");
}
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Space Context Cycle Operator
* \{ */
static const EnumPropertyItem space_context_cycle_direction[] = {
{SPACE_CONTEXT_CYCLE_PREV, "PREV", 0, "Previous", ""},
{SPACE_CONTEXT_CYCLE_NEXT, "NEXT", 0, "Next", ""},
{0, NULL, 0, NULL, NULL},
};
2018-07-02 11:47:00 +02:00
static bool space_context_cycle_poll(bContext *C)
{
ScrArea *sa = CTX_wm_area(C);
/* sa might be NULL if called out of window bounds */
return (sa && ELEM(sa->spacetype, SPACE_PROPERTIES, SPACE_USERPREF));
}
/**
* Helper to get the correct RNA pointer/property pair for changing
* the display context of active space type in \a sa.
*/
static void context_cycle_prop_get(
bScreen *screen, const ScrArea *sa,
PointerRNA *r_ptr, PropertyRNA **r_prop)
{
const char *propname;
switch (sa->spacetype) {
case SPACE_PROPERTIES:
RNA_pointer_create(&screen->id, &RNA_SpaceProperties, sa->spacedata.first, r_ptr);
propname = "context";
break;
case SPACE_USERPREF:
RNA_pointer_create(NULL, &RNA_Preferences, &U, r_ptr);
propname = "active_section";
break;
default:
BLI_assert(0);
propname = "";
}
*r_prop = RNA_struct_find_property(r_ptr, propname);
}
static int space_context_cycle_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
{
const int direction = RNA_enum_get(op->ptr, "direction");
PointerRNA ptr;
PropertyRNA *prop;
context_cycle_prop_get(CTX_wm_screen(C), CTX_wm_area(C), &ptr, &prop);
const int old_context = RNA_property_enum_get(&ptr, prop);
const int new_context = RNA_property_enum_step(
C, &ptr, prop, old_context,
direction == SPACE_CONTEXT_CYCLE_PREV ? -1 : 1);
RNA_property_enum_set(&ptr, prop, new_context);
RNA_property_update(C, &ptr, prop);
return OPERATOR_FINISHED;
}
static void SCREEN_OT_space_context_cycle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Cycle Space Context";
ot->description = "Cycle through the editor context by activating the next/previous one";
ot->idname = "SCREEN_OT_space_context_cycle";
/* api callbacks */
ot->invoke = space_context_cycle_invoke;
ot->poll = space_context_cycle_poll;
ot->flag = 0;
RNA_def_enum(ot->srna, "direction", space_context_cycle_direction, SPACE_CONTEXT_CYCLE_NEXT, "Direction",
"Direction to cycle through");
}
2018-01-21 01:41:58 +11:00
/** \} */
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
/* -------------------------------------------------------------------- */
/** \name Workspace Cycle Operator
* \{ */
static int space_workspace_cycle_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
{
wmWindow *win = CTX_wm_window(C);
if (WM_window_is_temp_screen(win)) {
return OPERATOR_CANCELLED;
}
2018-06-04 09:39:04 +02:00
Main *bmain = CTX_data_main(C);
const int direction = RNA_enum_get(op->ptr, "direction");
WorkSpace *workspace_src = WM_window_get_active_workspace(win);
WorkSpace *workspace_dst = NULL;
ListBase ordered;
BKE_id_ordered_list(&ordered, &bmain->workspaces);
for (LinkData *link = ordered.first; link; link = link->next) {
if (link->data == workspace_src) {
if (direction == SPACE_CONTEXT_CYCLE_PREV) {
workspace_dst = (link->prev) ? link->prev->data : NULL;
}
else {
workspace_dst = (link->next) ? link->next->data : NULL;
}
}
}
if (workspace_dst == NULL) {
LinkData *link = (direction == SPACE_CONTEXT_CYCLE_PREV) ? ordered.last : ordered.first;
workspace_dst = link->data;
}
BLI_freelistN(&ordered);
if (workspace_src == workspace_dst) {
return OPERATOR_CANCELLED;
}
win->workspace_hook->temp_workspace_store = workspace_dst;
WM_event_add_notifier(C, NC_SCREEN | ND_WORKSPACE_SET, workspace_dst);
win->workspace_hook->temp_workspace_store = NULL;
return OPERATOR_FINISHED;
}
static void SCREEN_OT_workspace_cycle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Cycle Workspace";
ot->description = "Cycle through workspaces";
ot->idname = "SCREEN_OT_workspace_cycle";
/* api callbacks */
ot->invoke = space_workspace_cycle_invoke;
ot->poll = ED_operator_screenactive;
ot->flag = 0;
RNA_def_enum(ot->srna, "direction", space_context_cycle_direction, SPACE_CONTEXT_CYCLE_NEXT, "Direction",
"Direction to cycle through");
}
/** \} */
2018-01-21 01:41:58 +11:00
/* -------------------------------------------------------------------- */
/** \name Assigning Operator Types
* \{ */
2.5 Branch ========== * Changed wmOperatorType, removing init/exit callbacks and adding cancel callback, removed default storage in favor of properties. Defined return values for exec/invoke/modal/cancel. * Don't allocate operator on the stack, and removed operator copy for handlers. Now it frees based on return values from callbacks, and just keeps a wmOperator on the heap. Also it now registers after the operator is fully finished, to get the correct final properties. * Changed OP_get_* functions to return 1 if the property is found and 0 otherwise, gives more readable code in my opinion. Added OP_verify_* functions to quickly check if the property is available and set if it's not, that's common for exec/invoke. * Removed WM_operatortypelist_append in favor of WM_operatortype_append which takes a function pointer instead of a list, avoids macro's and duplicating code. * Fix a crash where the handler would still be used while it was freed by the operator. * Spacetypes now have operatortypes() and keymap() callbacks to abstract them a bit more. * Renamed C->curarea to C->area for consistency. Removed View3D/View2D/ SpaceIpo from bContext, seems bad to keep these. * Set context variables like window/screen/area/region to NULL again when leaving that context, instead of leaving the pointers there. * Added if(G.f & G_DEBUG) for many of the prints, makes output a bit cleaner and easier to debug. * Fixed priority of the editors/interface module in scons, would otherwise give link errors. * Added start of generic view2d api. * Added space_time with some basic drawing and a single operator to change the frame.
2008-06-11 10:10:31 +00:00
/* called in spacetypes.c */
void ED_operatortypes_screen(void)
{
/* generic UI stuff */
WM_operatortype_append(SCREEN_OT_actionzone);
WM_operatortype_append(SCREEN_OT_repeat_last);
WM_operatortype_append(SCREEN_OT_repeat_history);
WM_operatortype_append(SCREEN_OT_redo_last);
/* screen tools */
WM_operatortype_append(SCREEN_OT_area_move);
WM_operatortype_append(SCREEN_OT_area_split);
WM_operatortype_append(SCREEN_OT_area_join);
WM_operatortype_append(SCREEN_OT_area_options);
WM_operatortype_append(SCREEN_OT_area_dupli);
WM_operatortype_append(SCREEN_OT_area_swap);
WM_operatortype_append(SCREEN_OT_region_quadview);
WM_operatortype_append(SCREEN_OT_region_scale);
WM_operatortype_append(SCREEN_OT_region_flip);
WM_operatortype_append(SCREEN_OT_header);
WM_operatortype_append(SCREEN_OT_header_toggle_menus);
WM_operatortype_append(SCREEN_OT_header_context_menu);
WM_operatortype_append(SCREEN_OT_screen_set);
WM_operatortype_append(SCREEN_OT_screen_full_area);
WM_operatortype_append(SCREEN_OT_back_to_previous);
WM_operatortype_append(SCREEN_OT_spacedata_cleanup);
WM_operatortype_append(SCREEN_OT_screenshot);
WM_operatortype_append(SCREEN_OT_userpref_show);
WM_operatortype_append(SCREEN_OT_drivers_editor_show);
Holiday coding log :) Nice formatted version (pictures soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability Short list of main changes: - Transparent region option (over main region), added code to blend in/out such panels. - Min size window now 640 x 480 - Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake. - Macbook retina support, use command line --no-native-pixels to disable it - Timeline Marker label was drawing wrong - Trackpad and magic mouse: supports zoom (hold ctrl) - Fix for splash position: removed ghost function and made window size update after creation immediate - Fast undo buffer save now adds UI as well. Could be checked for regular file save even... Quit.blend and temp file saving use this now. - Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)" - New Userpref option "Keep Session" - this always saves quit.blend, and loads on start. This allows keeping UI and data without actual saves, until you actually save. When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header) - Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. - User preferences (themes, keymaps, user settings) now can be saved as a separate file. Old option is called "Save Startup File" the new one "Save User Settings". To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still. - OSX: fixed bug that stopped giving mouse events outside window. This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
WM_operatortype_append(SCREEN_OT_region_blend);
WM_operatortype_append(SCREEN_OT_space_type_set_or_cycle);
WM_operatortype_append(SCREEN_OT_space_context_cycle);
WM_operatortype_append(SCREEN_OT_workspace_cycle);
/*frame changes*/
WM_operatortype_append(SCREEN_OT_frame_offset);
WM_operatortype_append(SCREEN_OT_frame_jump);
WM_operatortype_append(SCREEN_OT_keyframe_jump);
WM_operatortype_append(SCREEN_OT_marker_jump);
WM_operatortype_append(SCREEN_OT_animation_step);
WM_operatortype_append(SCREEN_OT_animation_play);
WM_operatortype_append(SCREEN_OT_animation_cancel);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
/* new/delete */
WM_operatortype_append(SCREEN_OT_new);
WM_operatortype_append(SCREEN_OT_delete);
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
/* tools shared by more space types */
WM_operatortype_append(ED_OT_undo);
WM_operatortype_append(ED_OT_undo_push);
WM_operatortype_append(ED_OT_redo);
WM_operatortype_append(ED_OT_undo_redo);
WM_operatortype_append(ED_OT_undo_history);
WM_operatortype_append(ED_OT_flush_edits);
}
2018-01-21 01:41:58 +11:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Operator Key Map
* \{ */
static void keymap_modal_set(wmKeyConfig *keyconf)
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
{
static const EnumPropertyItem modal_items[] = {
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
{KM_MODAL_CANCEL, "CANCEL", 0, "Cancel", ""},
{KM_MODAL_APPLY, "APPLY", 0, "Apply", ""},
{KM_MODAL_SNAP_ON, "SNAP", 0, "Snap on", ""},
{KM_MODAL_SNAP_OFF, "SNAP_OFF", 0, "Snap off", ""},
{0, NULL, 0, NULL, NULL},
};
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
wmKeyMap *keymap;
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
/* Standard Modal keymap ------------------------------------------------ */
2012-05-08 11:48:19 +00:00
keymap = WM_modalkeymap_add(keyconf, "Standard Modal Map", modal_items);
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
WM_modalkeymap_assign(keymap, "SCREEN_OT_area_move");
2.5 Modal keymaps. I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support. The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way. This system also allows to still handle hardcoded own events. Tech doc: 1) define keymap - Create map with unique name, WM_modalkeymap_add() - Give map property definitions (EnumPropertyItem *) This only for UI, so user can get information on available options 2) items - WM_modalkeymap_add_item(): give it an enum value for events 3) activate - In keymap definition code, assign the modal keymap to operatortype WM_modalkeymap_assign() 4) event manager - The event handler will check for modal keymap, if so: - If the modal map has a match: - Sets event->type to EVT_MODAL_MAP - Sets event->val to the enum value 5) modal handler - If event type is EVT_MODAL_MAP: - Check event->val, handle it - Other events can just be handled still Two examples added in the code: editors/transform/transform.c: transform_modal_keymap() editors/screen/screen_ops.c: keymap_modal_set() Also: to support 'key release' the define KM_RELEASE now is officially used in event manager, this is not '0', so don't check key events with the old convention if(event->val) but use if(event->val==KM_PRESS)
2009-07-21 11:03:07 +00:00
}
static bool blend_file_drop_poll(bContext *UNUSED(C), wmDrag *drag, const wmEvent *UNUSED(event), const char **UNUSED(tooltip))
{
2012-05-08 11:48:19 +00:00
if (drag->type == WM_DRAG_PATH) {
if (drag->icon == ICON_FILE_BLEND)
return 1;
}
return 0;
}
static void blend_file_drop_copy(wmDrag *drag, wmDropBox *drop)
{
/* copy drag path to properties */
RNA_string_set(drop->ptr, "filepath", drag->path);
}
2.5 Branch ========== * Changed wmOperatorType, removing init/exit callbacks and adding cancel callback, removed default storage in favor of properties. Defined return values for exec/invoke/modal/cancel. * Don't allocate operator on the stack, and removed operator copy for handlers. Now it frees based on return values from callbacks, and just keeps a wmOperator on the heap. Also it now registers after the operator is fully finished, to get the correct final properties. * Changed OP_get_* functions to return 1 if the property is found and 0 otherwise, gives more readable code in my opinion. Added OP_verify_* functions to quickly check if the property is available and set if it's not, that's common for exec/invoke. * Removed WM_operatortypelist_append in favor of WM_operatortype_append which takes a function pointer instead of a list, avoids macro's and duplicating code. * Fix a crash where the handler would still be used while it was freed by the operator. * Spacetypes now have operatortypes() and keymap() callbacks to abstract them a bit more. * Renamed C->curarea to C->area for consistency. Removed View3D/View2D/ SpaceIpo from bContext, seems bad to keep these. * Set context variables like window/screen/area/region to NULL again when leaving that context, instead of leaving the pointers there. * Added if(G.f & G_DEBUG) for many of the prints, makes output a bit cleaner and easier to debug. * Fixed priority of the editors/interface module in scons, would otherwise give link errors. * Added start of generic view2d api. * Added space_time with some basic drawing and a single operator to change the frame.
2008-06-11 10:10:31 +00:00
/* called in spacetypes.c */
void ED_keymap_screen(wmKeyConfig *keyconf)
{
ListBase *lb;
/* Screen Editing ------------------------------------------------ */
WM_keymap_ensure(keyconf, "Screen Editing", 0, 0);
/* Header Editing ------------------------------------------------ */
/* note: this is only used when the cursor is inside the header */
WM_keymap_ensure(keyconf, "Header", 0, 0);
/* Screen General ------------------------------------------------ */
WM_keymap_ensure(keyconf, "Screen", 0, 0);
/* Anim Playback ------------------------------------------------ */
WM_keymap_ensure(keyconf, "Frames", 0, 0);
/* dropbox for entire window */
2012-05-08 11:48:19 +00:00
lb = WM_dropboxmap_find("Window", 0, 0);
WM_dropbox_add(lb, "WM_OT_drop_blend_file", blend_file_drop_poll, blend_file_drop_copy);
WM_dropbox_add(lb, "UI_OT_drop_color", UI_drop_color_poll, UI_drop_color_copy);
keymap_modal_set(keyconf);
}
2018-01-21 01:41:58 +11:00
/** \} */