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blender-archive/source/blender/editors/space_buttons/space_buttons.c

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/*
* 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 spbuttons
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*/
#include <string.h>
#include <stdio.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "ED_space_api.h"
#include "ED_screen.h"
#include "WM_api.h"
#include "WM_types.h"
#include "WM_message.h"
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "UI_resources.h"
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
2018-06-08 17:29:29 +02:00
#include "GPU_glew.h"
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#include "buttons_intern.h" /* own include */
/* ******************** default callbacks for buttons space ***************** */
static SpaceLink *buttons_new(const ScrArea *UNUSED(area), const Scene *UNUSED(scene))
{
ARegion *ar;
SpaceProperties *sbuts;
sbuts = MEM_callocN(sizeof(SpaceProperties), "initbuts");
sbuts->spacetype = SPACE_PROPERTIES;
sbuts->mainb = sbuts->mainbuser = BCONTEXT_OBJECT;
/* header */
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ar = MEM_callocN(sizeof(ARegion), "header for buts");
BLI_addtail(&sbuts->regionbase, ar);
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ar->regiontype = RGN_TYPE_HEADER;
ar->alignment = (U.uiflag & USER_HEADER_BOTTOM) ? RGN_ALIGN_BOTTOM : RGN_ALIGN_TOP;
/* navigation bar */
ar = MEM_callocN(sizeof(ARegion), "navigation bar for buts");
BLI_addtail(&sbuts->regionbase, ar);
ar->regiontype = RGN_TYPE_NAV_BAR;
ar->alignment = RGN_ALIGN_LEFT;
#if 0
/* context region */
ar = MEM_callocN(sizeof(ARegion), "context region for buts");
BLI_addtail(&sbuts->regionbase, ar);
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ar->regiontype = RGN_TYPE_CHANNELS;
ar->alignment = RGN_ALIGN_TOP;
#endif
/* main region */
ar = MEM_callocN(sizeof(ARegion), "main region for buts");
BLI_addtail(&sbuts->regionbase, ar);
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ar->regiontype = RGN_TYPE_WINDOW;
return (SpaceLink *)sbuts;
}
/* not spacelink itself */
static void buttons_free(SpaceLink *sl)
{
SpaceProperties *sbuts = (SpaceProperties *) sl;
if (sbuts->path)
MEM_freeN(sbuts->path);
if (sbuts->texuser) {
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ButsContextTexture *ct = sbuts->texuser;
BLI_freelistN(&ct->users);
MEM_freeN(ct);
}
}
/* spacetype; init callback */
static void buttons_init(struct wmWindowManager *UNUSED(wm), ScrArea *UNUSED(sa))
{
}
static SpaceLink *buttons_duplicate(SpaceLink *sl)
{
SpaceProperties *sbutsn = MEM_dupallocN(sl);
/* clear or remove stuff from old */
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sbutsn->path = NULL;
sbutsn->texuser = NULL;
return (SpaceLink *)sbutsn;
}
/* add handlers, stuff you only do once or on area/region changes */
static void buttons_main_region_init(wmWindowManager *wm, ARegion *ar)
{
wmKeyMap *keymap;
ED_region_panels_init(wm, ar);
keymap = WM_keymap_ensure(wm->defaultconf, "Property Editor", SPACE_PROPERTIES, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
}
static void buttons_main_region_layout_properties(const bContext *C, SpaceProperties *sbuts, ARegion *ar)
{
buttons_context_compute(C, sbuts);
const char *contexts[2] = {NULL, NULL};
switch (sbuts->mainb) {
case BCONTEXT_SCENE:
contexts[0] = "scene";
break;
case BCONTEXT_RENDER:
contexts[0] = "render";
break;
case BCONTEXT_OUTPUT:
contexts[0] = "output";
break;
case BCONTEXT_VIEW_LAYER:
contexts[0] = "view_layer";
break;
case BCONTEXT_WORLD:
contexts[0] = "world";
break;
case BCONTEXT_OBJECT:
contexts[0] = "object";
break;
case BCONTEXT_DATA:
contexts[0] = "data";
break;
case BCONTEXT_MATERIAL:
contexts[0] = "material";
break;
case BCONTEXT_TEXTURE:
contexts[0] = "texture";
break;
case BCONTEXT_PARTICLE:
contexts[0] = "particle";
break;
case BCONTEXT_PHYSICS:
contexts[0] = "physics";
break;
case BCONTEXT_BONE:
contexts[0] = "bone";
break;
case BCONTEXT_MODIFIER:
contexts[0] = "modifier";
break;
case BCONTEXT_SHADERFX:
contexts[0] = "shaderfx";
break;
case BCONTEXT_CONSTRAINT:
contexts[0] = "constraint";
break;
case BCONTEXT_BONE_CONSTRAINT:
contexts[0] = "bone_constraint";
break;
case BCONTEXT_TOOL:
contexts[0] = "tool";
break;
}
const bool vertical = true;
ED_region_panels_layout_ex(C, ar, contexts, sbuts->mainb, vertical);
}
static void buttons_main_region_layout_tool(const bContext *C, ARegion *ar)
{
const WorkSpace *workspace = CTX_wm_workspace(C);
const int mode = CTX_data_mode_enum(C);
const char *contexts_base[5] = {NULL};
contexts_base[0] = ".active_tool";
const char **contexts = &contexts_base[1];
if (workspace->tools_space_type == SPACE_VIEW3D) {
switch (mode) {
case CTX_MODE_EDIT_MESH:
ARRAY_SET_ITEMS(contexts, ".mesh_edit");
break;
case CTX_MODE_EDIT_CURVE:
ARRAY_SET_ITEMS(contexts, ".curve_edit");
break;
case CTX_MODE_EDIT_SURFACE:
ARRAY_SET_ITEMS(contexts, ".curve_edit");
break;
case CTX_MODE_EDIT_TEXT:
ARRAY_SET_ITEMS(contexts, ".text_edit");
break;
case CTX_MODE_EDIT_ARMATURE:
ARRAY_SET_ITEMS(contexts, ".armature_edit");
break;
case CTX_MODE_EDIT_METABALL:
ARRAY_SET_ITEMS(contexts, ".mball_edit");
break;
case CTX_MODE_EDIT_LATTICE:
ARRAY_SET_ITEMS(contexts, ".lattice_edit");
break;
case CTX_MODE_POSE:
ARRAY_SET_ITEMS(contexts, ".posemode");
break;
case CTX_MODE_SCULPT:
ARRAY_SET_ITEMS(contexts, ".paint_common", ".sculpt_mode");
break;
case CTX_MODE_PAINT_WEIGHT:
ARRAY_SET_ITEMS(contexts, ".paint_common", ".weightpaint");
break;
case CTX_MODE_PAINT_VERTEX:
ARRAY_SET_ITEMS(contexts, ".paint_common", ".vertexpaint");
break;
case CTX_MODE_PAINT_TEXTURE:
ARRAY_SET_ITEMS(contexts, ".paint_common", ".imagepaint");
break;
case CTX_MODE_PARTICLE:
ARRAY_SET_ITEMS(contexts, ".paint_common", ".particlemode");
break;
case CTX_MODE_OBJECT:
ARRAY_SET_ITEMS(contexts, ".objectmode");
break;
case CTX_MODE_PAINT_GPENCIL:
ARRAY_SET_ITEMS(contexts, ".greasepencil_paint");
break;
case CTX_MODE_SCULPT_GPENCIL:
ARRAY_SET_ITEMS(contexts, ".greasepencil_sculpt");
break;
case CTX_MODE_WEIGHT_GPENCIL:
ARRAY_SET_ITEMS(contexts, ".greasepencil_weight");
break;
}
}
else if (workspace->tools_space_type == SPACE_IMAGE) {
switch (workspace->tools_mode) {
case SI_MODE_VIEW:
break;
case SI_MODE_PAINT:
ARRAY_SET_ITEMS(contexts, ".paint_common_2d", ".imagepaint_2d");
break;
case SI_MODE_MASK:
break;
case SI_MODE_UV:
if (mode == CTX_MODE_EDIT_MESH) {
ARRAY_SET_ITEMS(contexts, ".uv_sculpt");
}
break;
}
}
2018-06-08 17:29:29 +02:00
/* for grease pencil we don't use tool system yet, so we need check outside
* workspace->tools_space_type because this value is not available
*/
switch (mode) {
case CTX_MODE_PAINT_GPENCIL:
ARRAY_SET_ITEMS(contexts, ".greasepencil_paint");
break;
case CTX_MODE_SCULPT_GPENCIL:
ARRAY_SET_ITEMS(contexts, ".greasepencil_sculpt");
break;
case CTX_MODE_WEIGHT_GPENCIL:
ARRAY_SET_ITEMS(contexts, ".greasepencil_weight");
break;
case CTX_MODE_EDIT_GPENCIL:
ARRAY_SET_ITEMS(contexts, ".greasepencil_edit");
break;
}
int i = 0;
while (contexts_base[i]) {
i++;
}
BLI_assert(i < ARRAY_SIZE(contexts_base));
contexts_base[i] = ".workspace";
const bool vertical = true;
ED_region_panels_layout_ex(C, ar, contexts_base, -1, vertical);
}
static void buttons_main_region_layout(const bContext *C, ARegion *ar)
{
/* draw entirely, view changes should be handled here */
SpaceProperties *sbuts = CTX_wm_space_properties(C);
if (sbuts->mainb == BCONTEXT_TOOL) {
buttons_main_region_layout_tool(C, ar);
}
else {
buttons_main_region_layout_properties(C, sbuts, ar);
}
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sbuts->mainbo = sbuts->mainb;
}
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
static void buttons_main_region_listener(
wmWindow *UNUSED(win), ScrArea *UNUSED(sa), ARegion *ar, wmNotifier *wmn,
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 Scene *UNUSED(scene))
{
/* context changes */
switch (wmn->category) {
case NC_SCREEN:
if (ELEM(wmn->data, ND_LAYER)) {
ED_region_tag_redraw(ar);
}
break;
}
}
static void buttons_operatortypes(void)
{
WM_operatortype_append(BUTTONS_OT_context_menu);
WM_operatortype_append(BUTTONS_OT_file_browse);
WM_operatortype_append(BUTTONS_OT_directory_browse);
}
static void buttons_keymap(struct wmKeyConfig *keyconf)
{
WM_keymap_ensure(keyconf, "Property Editor", SPACE_PROPERTIES, 0);
}
/* add handlers, stuff you only do once or on area/region changes */
static void buttons_header_region_init(wmWindowManager *UNUSED(wm), ARegion *ar)
{
#ifdef USE_HEADER_CONTEXT_PATH
/* Reinsert context buttons header-type at the end of the list so it's drawn last. */
HeaderType *context_ht = BLI_findstring(&ar->type->headertypes, "BUTTONS_HT_context", offsetof(HeaderType, idname));
BLI_remlink(&ar->type->headertypes, context_ht);
BLI_addtail(&ar->type->headertypes, context_ht);
#endif
ED_region_header_init(ar);
}
static void buttons_header_region_draw(const bContext *C, ARegion *ar)
{
SpaceProperties *sbuts = CTX_wm_space_properties(C);
/* Needed for RNA to get the good values! */
buttons_context_compute(C, sbuts);
ED_region_header(C, ar);
}
static void buttons_header_region_message_subscribe(
const bContext *UNUSED(C),
WorkSpace *UNUSED(workspace), Scene *UNUSED(scene),
bScreen *UNUSED(screen), ScrArea *sa, ARegion *ar,
struct wmMsgBus *mbus)
{
SpaceProperties *sbuts = sa->spacedata.first;
wmMsgSubscribeValue msg_sub_value_region_tag_redraw = {
.owner = ar,
.user_data = ar,
.notify = ED_region_do_msg_notify_tag_redraw,
};
/* Don't check for SpaceProperties.mainb here, we may toggle between view-layers
* where one has no active object, so that available contexts changes. */
WM_msg_subscribe_rna_anon_prop(mbus, Window, view_layer, &msg_sub_value_region_tag_redraw);
if (!ELEM(sbuts->mainb, BCONTEXT_RENDER, BCONTEXT_OUTPUT, BCONTEXT_SCENE, BCONTEXT_WORLD)) {
WM_msg_subscribe_rna_anon_prop(mbus, ViewLayer, name, &msg_sub_value_region_tag_redraw);
}
if (sbuts->mainb == BCONTEXT_TOOL) {
WM_msg_subscribe_rna_anon_prop(mbus, WorkSpace, tools, &msg_sub_value_region_tag_redraw);
}
#ifdef USE_HEADER_CONTEXT_PATH
WM_msg_subscribe_rna_anon_prop(mbus, SpaceProperties, context, &msg_sub_value_region_tag_redraw);
#endif
}
static void buttons_navigation_bar_region_init(wmWindowManager *wm, ARegion *ar)
{
wmKeyMap *keymap = WM_keymap_ensure(wm->defaultconf, "Property Editor", SPACE_PROPERTIES, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
ar->flag |= RGN_FLAG_PREFSIZE_OR_HIDDEN;
ED_region_panels_init(wm, ar);
ar->v2d.keepzoom |= V2D_LOCKZOOM_X | V2D_LOCKZOOM_Y;
}
static void buttons_navigation_bar_region_draw(const bContext *C, ARegion *ar)
{
for (PanelType *pt = ar->type->paneltypes.first; pt; pt = pt->next) {
pt->flag |= PNL_LAYOUT_VERT_BAR;
}
ED_region_panels_layout(C, ar);
/* ED_region_panels_layout adds vertical scrollbars, we don't want them. */
ar->v2d.scroll &= ~V2D_SCROLL_VERTICAL;
ED_region_panels_draw(C, ar);
}
static void buttons_navigation_bar_region_message_subscribe(
const bContext *UNUSED(C),
WorkSpace *UNUSED(workspace), Scene *UNUSED(scene),
bScreen *UNUSED(screen), ScrArea *UNUSED(sa), ARegion *ar,
struct wmMsgBus *mbus)
{
wmMsgSubscribeValue msg_sub_value_region_tag_redraw = {
.owner = ar,
.user_data = ar,
.notify = ED_region_do_msg_notify_tag_redraw,
};
WM_msg_subscribe_rna_anon_prop(mbus, Window, view_layer, &msg_sub_value_region_tag_redraw);
}
/* draw a certain button set only if properties area is currently
* showing that button set, to reduce unnecessary drawing. */
static void buttons_area_redraw(ScrArea *sa, short buttons)
{
SpaceProperties *sbuts = sa->spacedata.first;
/* if the area's current button set is equal to the one to redraw */
if (sbuts->mainb == buttons)
ED_area_tag_redraw(sa);
}
/* reused! */
static void buttons_area_listener(
wmWindow *UNUSED(win), ScrArea *sa, wmNotifier *wmn, Scene *UNUSED(scene))
{
SpaceProperties *sbuts = sa->spacedata.first;
/* context changes */
switch (wmn->category) {
case NC_SCENE:
switch (wmn->data) {
case ND_RENDER_OPTIONS:
buttons_area_redraw(sa, BCONTEXT_RENDER);
buttons_area_redraw(sa, BCONTEXT_VIEW_LAYER);
break;
case ND_WORLD:
buttons_area_redraw(sa, BCONTEXT_WORLD);
sbuts->preview = 1;
break;
case ND_FRAME:
/* any buttons area can have animated properties so redraw all */
ED_area_tag_redraw(sa);
2012-05-08 15:30:00 +00:00
sbuts->preview = 1;
break;
case ND_OB_ACTIVE:
ED_area_tag_redraw(sa);
2012-05-08 15:30:00 +00:00
sbuts->preview = 1;
break;
case ND_KEYINGSET:
buttons_area_redraw(sa, BCONTEXT_SCENE);
break;
case ND_RENDER_RESULT:
break;
case ND_MODE:
case ND_LAYER:
default:
ED_area_tag_redraw(sa);
break;
}
break;
case NC_OBJECT:
switch (wmn->data) {
case ND_TRANSFORM:
buttons_area_redraw(sa, BCONTEXT_OBJECT);
2012-05-08 15:30:00 +00:00
buttons_area_redraw(sa, BCONTEXT_DATA); /* autotexpace flag */
break;
case ND_POSE:
buttons_area_redraw(sa, BCONTEXT_DATA);
break;
case ND_BONE_ACTIVE:
case ND_BONE_SELECT:
buttons_area_redraw(sa, BCONTEXT_BONE);
buttons_area_redraw(sa, BCONTEXT_BONE_CONSTRAINT);
buttons_area_redraw(sa, BCONTEXT_DATA);
break;
case ND_MODIFIER:
if (wmn->action == NA_RENAME)
ED_area_tag_redraw(sa);
else
buttons_area_redraw(sa, BCONTEXT_MODIFIER);
2012-05-08 15:30:00 +00:00
buttons_area_redraw(sa, BCONTEXT_PHYSICS);
break;
case ND_CONSTRAINT:
buttons_area_redraw(sa, BCONTEXT_CONSTRAINT);
buttons_area_redraw(sa, BCONTEXT_BONE_CONSTRAINT);
break;
case ND_PARTICLE:
if (wmn->action == NA_EDITED)
buttons_area_redraw(sa, BCONTEXT_PARTICLE);
sbuts->preview = 1;
break;
case ND_DRAW:
buttons_area_redraw(sa, BCONTEXT_OBJECT);
buttons_area_redraw(sa, BCONTEXT_DATA);
buttons_area_redraw(sa, BCONTEXT_PHYSICS);
break;
case ND_SHADING:
case ND_SHADING_DRAW:
case ND_SHADING_LINKS:
case ND_SHADING_PREVIEW:
/* currently works by redraws... if preview is set, it (re)starts job */
2012-05-08 15:30:00 +00:00
sbuts->preview = 1;
break;
default:
/* Not all object RNA props have a ND_ notifier (yet) */
ED_area_tag_redraw(sa);
break;
}
break;
case NC_GEOM:
switch (wmn->data) {
case ND_SELECT:
case ND_DATA:
case ND_VERTEX_GROUP:
ED_area_tag_redraw(sa);
break;
}
break;
case NC_MATERIAL:
ED_area_tag_redraw(sa);
switch (wmn->data) {
case ND_SHADING:
case ND_SHADING_DRAW:
case ND_SHADING_LINKS:
case ND_SHADING_PREVIEW:
case ND_NODES:
/* currently works by redraws... if preview is set, it (re)starts job */
2012-05-08 15:30:00 +00:00
sbuts->preview = 1;
break;
}
break;
case NC_WORLD:
buttons_area_redraw(sa, BCONTEXT_WORLD);
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sbuts->preview = 1;
break;
case NC_LAMP:
buttons_area_redraw(sa, BCONTEXT_DATA);
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sbuts->preview = 1;
break;
case NC_GROUP:
buttons_area_redraw(sa, BCONTEXT_OBJECT);
break;
case NC_BRUSH:
buttons_area_redraw(sa, BCONTEXT_TEXTURE);
buttons_area_redraw(sa, BCONTEXT_TOOL);
sbuts->preview = 1;
break;
case NC_TEXTURE:
case NC_IMAGE:
if (wmn->action != NA_PAINTING) {
ED_area_tag_redraw(sa);
sbuts->preview = 1;
}
break;
case NC_SPACE:
if (wmn->data == ND_SPACE_PROPERTIES)
ED_area_tag_redraw(sa);
break;
case NC_ID:
if (wmn->action == NA_RENAME)
ED_area_tag_redraw(sa);
break;
case NC_ANIMATION:
switch (wmn->data) {
case ND_KEYFRAME:
if (ELEM(wmn->action, NA_EDITED, NA_ADDED, NA_REMOVED))
ED_area_tag_redraw(sa);
break;
}
break;
case NC_GPENCIL:
2018-07-31 20:11:55 +10:00
switch (wmn->data) {
case ND_DATA:
if (ELEM(wmn->action, NA_EDITED, NA_ADDED, NA_REMOVED))
ED_area_tag_redraw(sa);
break;
}
break;
case NC_NODE:
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if (wmn->action == NA_SELECTED) {
ED_area_tag_redraw(sa);
/* new active node, update texture preview */
if (sbuts->mainb == BCONTEXT_TEXTURE)
2012-05-08 15:30:00 +00:00
sbuts->preview = 1;
}
break;
/* Listener for preview render, when doing an global undo. */
case NC_WM:
if (wmn->data == ND_UNDO) {
ED_area_tag_redraw(sa);
sbuts->preview = 1;
}
break;
#ifdef WITH_FREESTYLE
case NC_LINESTYLE:
ED_area_tag_redraw(sa);
sbuts->preview = 1;
break;
#endif
}
if (wmn->data == ND_KEYS)
ED_area_tag_redraw(sa);
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
static void buttons_id_remap(ScrArea *UNUSED(sa), SpaceLink *slink, ID *old_id, ID *new_id)
{
SpaceProperties *sbuts = (SpaceProperties *)slink;
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
if (sbuts->pinid == old_id) {
sbuts->pinid = new_id;
if (new_id == NULL) {
sbuts->flag &= ~SB_PIN_CONTEXT;
}
}
if (sbuts->path) {
ButsContextPath *path = sbuts->path;
int i;
for (i = 0; i < path->len; i++) {
if (path->ptr[i].id.data == old_id) {
break;
}
}
if (i == path->len) {
/* pass */
}
else if (new_id == NULL) {
if (i == 0) {
MEM_SAFE_FREE(sbuts->path);
}
else {
memset(&path->ptr[i], 0, sizeof(path->ptr[i]) * (path->len - i));
path->len = i;
}
}
else {
RNA_id_pointer_create(new_id, &path->ptr[i]);
/* There is no easy way to check/make path downwards valid, just nullify it.
* Next redraw will rebuild this anyway. */
i++;
memset(&path->ptr[i], 0, sizeof(path->ptr[i]) * (path->len - i));
path->len = i;
}
}
if (sbuts->texuser) {
ButsContextTexture *ct = sbuts->texuser;
if ((ID *)ct->texture == old_id) {
ct->texture = (Tex *)new_id;
}
BLI_freelistN(&ct->users);
ct->user = NULL;
}
}
/* only called once, from space/spacetypes.c */
void ED_spacetype_buttons(void)
{
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SpaceType *st = MEM_callocN(sizeof(SpaceType), "spacetype buttons");
ARegionType *art;
st->spaceid = SPACE_PROPERTIES;
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strncpy(st->name, "Buttons", BKE_ST_MAXNAME);
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st->new = buttons_new;
st->free = buttons_free;
st->init = buttons_init;
st->duplicate = buttons_duplicate;
st->operatortypes = buttons_operatortypes;
st->keymap = buttons_keymap;
st->listener = buttons_area_listener;
st->context = buttons_context;
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
st->id_remap = buttons_id_remap;
/* regions: main window */
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art = MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
art->regionid = RGN_TYPE_WINDOW;
art->init = buttons_main_region_init;
art->layout = buttons_main_region_layout;
art->draw = ED_region_panels_draw;
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
art->listener = buttons_main_region_listener;
2012-05-08 15:30:00 +00:00
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
#ifndef USE_HEADER_CONTEXT_PATH
buttons_context_register(art);
#endif
BLI_addhead(&st->regiontypes, art);
/* regions: header */
2012-05-08 15:30:00 +00:00
art = MEM_callocN(sizeof(ARegionType), "spacetype buttons region");
art->regionid = RGN_TYPE_HEADER;
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art->prefsizey = HEADERY;
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_VIEW2D | ED_KEYMAP_FRAMES | ED_KEYMAP_HEADER;
art->init = buttons_header_region_init;
art->draw = buttons_header_region_draw;
art->message_subscribe = buttons_header_region_message_subscribe;
#ifdef USE_HEADER_CONTEXT_PATH
buttons_context_register(art);
#endif
BLI_addhead(&st->regiontypes, art);
/* regions: navigation bar */
art = MEM_callocN(sizeof(ARegionType), "spacetype nav buttons region");
art->regionid = RGN_TYPE_NAV_BAR;
art->prefsizex = AREAMINX - 3; /* XXX Works and looks best,
* should we update AREAMINX accordingly? */
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
art->init = buttons_navigation_bar_region_init;
art->draw = buttons_navigation_bar_region_draw;
art->message_subscribe = buttons_navigation_bar_region_message_subscribe;
BLI_addhead(&st->regiontypes, art);
BKE_spacetype_register(st);
}