Allows for each workspace to have it's own add-ons on display.
Filtering for: Panels, Menus, Keymaps & Manipulators.
Automatically applies to add-ons at the moment.
Access from workspace, toggled off by default
once enabled, add-ons can be white-listed.
See D3076
For experimental options, outside the scope of typical preferences.
While templates are developed we might want to make changes
to behavior which aren't fully compatible with typical work-flows.
Instead of mixing these options in with current preferences
expose separately (we could even force disable them when templates
aren't int use)
Use dynamically generated message publish/subscribe
so buttons and manipulators update properly.
This resolves common glitches where manipulators weren't updating
as well as the UI when add-ons exposed properties which
hard coded listeners weren't checking for.
Python can also publish/scribe changes via `bpy.msgbus`.
See D2917
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
This makes manipulator access closer to operators,
and allows Python access.
This adds RNA for manipulators, but not Python registration yet.
- Split draw style into 2x settings:
`draw_style` (enum) & `draw_options` (enum-flag)
- Rename wmManipulator.properties -> properties_edit,
Use wmManipulator.properties for ID-properties.
Note that this area of the API will need further work since
manipulators now have 2 kinds of properties & API's to access them.
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
The specialized color functions are better in every way:
- faster lookup (don't have to match "color" string)
- flexible inputs (RGB with separate alpha)
- automatic alpha = 1.0 if not specified
Sort of related to T49043
Each function takes a bool (filled vs outline) and a color. We already had multiple ways of passing color in; these are still here. Special variant for anti-aliasing.
- took GLenum out of interface
- removed UI_RB_ALPHA flag (only one place really used it)
- use exact vertex count
- removed redundant state changes (BLEND, LINE_SMOOTH)
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
Updated shader names and code that uses them.
All of these shaders produce round points that are anti-aliased and blended against the background.
These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).
Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
Note: This makes the jittering to not work :/
@merwin, would you know how to use gpuMatrixBegin2D for this case? I
think it must be the reason behind the lack of jittering. But I couldn't
get it to work (the 2D shader is asking for a 3D Matrix).
Part of T49043
There are still many places to fix. I'll miss the bright yellow!
This commit also uses the new BLF_default function where possible.
Part of T49043 since we call glColor less often.
Convert ED_region_grid_draw to new immediate mode.
Part of T49043
Reviewers: merwin
Reviewed By: merwin
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D2289
all is in the title too..
Reviewers: merwin
Reviewed By: merwin
Subscribers: Blendify, Severin
Tags: #bf_blender_2.8, #opengl_gfx
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2337
Simple convert of drawing emboss lines to new immediate mode.
Part of T49043
Reviewers: merwin
Reviewed By: merwin
Subscribers: dfelinto
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D2271
Was already done for immediate mode, but rearranged code to make a clean separation. Cleaned up #includes for code that uses this feature.
Added same for batched rendering.
The little grabby handle in the corner of an area. Now uses 1 draw call
instead of 6.
Also one version of the (+) icon to show a hidden region. Why do we
have multiple versions of this?
Fixed a harmless signed/unsigned error.
Fixed a GL state error that prematurely disabled blending.
Added imm_draw_filled_circle function, which can be used for drawing
other widgets.
Work toward T49042 and T49043