`UILayout.operator_menu_enum()` now returns the operator properties, just like
`UILayout.operator()`. This makes it possible to set options for the operator
displayed in the menu. In C it can be done through the new
`uiItemMenuEnumFullO()` or `uiItemMenuEnumFullO_ptr()`.
It's reasonable to have this, probably just a small thing never bothered to
add. D10912 could use it, the following comment can be addressed now too:
https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_nla/nla_buttons.c$583-586
Likely uncovered by 6c97c7f767, the actual mistake would be from
6942dd9f49.
The hacks to display text buttons for renaming in UI-Lists used the emboss of
the text button for handling logic. It relied on the emboss `NONE` but we also
introduced `NONE_OR_STATUS` with 6942dd9f49. Both values need to be treated
equally for the logic of this hack to work.
The change in `interface_layout.c` is actually not needed for this exact issue,
but it's the correct thing to do. There may actually be more cases where `NONE`
and `NONE_OR_STATUS` need to be treated equally. Something to be checked still.
Passing `emboss=False`set `UI_EMBOSS_NONE` in the layout, which
completely disables button background colors for things like animation
state. This commit changes that to `UI_EMBOSS_NONE_OR_STATUS`,
which effectively restores the behavior to what it was prior to the
addition of that flag, with the added option to completely disable
the status emboss with `UI_EMBOSS_NONE`.
This patch adds domain and data type information to each row of the
attribute search menu. The data type is displayed on the right, just
like how the list is exposed for the existing point cloud and hair
attribute panels. The domain is exposed on the left like the menu
hierarchy from menu search.
For the implementation, the attribute hint information is stored as a
set instead of a multi-value map so that every item (which we need to
point to descretely in the search process) contains the necessary data
type and domain information by itself. We also need to allocate a new
struct for every button, which requires a change to allow passing a
newly allocated argument to search buttons.
Note that the search does't yet handle the case where there are two
attributes with the same name but different domains or data types in
the input geometry set. That will be handled as a separate improvement.
Differential Revision: https://developer.blender.org/D10623
This commit adds support for `bl_description` and python docstrings for panels.
This is useful for pop-over panel types so they can have a label and description.
This commit also includes an example use case.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10429
This is similar to c4a2067130130d, but applies to the general UI and is only
about single data-blocks. Here there was a similar problem: How can buttons
pass the data they represent to operators? We currently resort to ugly ad-hoc
solutions like `UI_context_active_but_get_tab_ID()`. So the operator would need
to know that it is executed on a tab button that represents a data-block.
A single button can now hand operators a data-block to operate on. The operator
can request it via the "id" context member (`CTX_data_pointer_get_type(C, "id",
&RNA_ID)` in C, `bpy.context.id` in .py).
In this commit, it is already set in the following places:
* Generic RNA button code sets it to the pointed to data-block, if the button
represents a data-block RNA pointer property. (I.e for general data-block
search buttons.)
* Data-block selectors (`templateID`) set it to the currently active data-block.
* The material slot UI-List sets it for each slot to the material it represents.
The button context menu code is modified so its operators use the context set
for the layout of its parent button (i.e. `layout.context_pointer_set()`).
No user visible changes. This new design isn't actually used yet. It will be
soon for asset operators.
Reviewed as part of https://developer.blender.org/D9717.
Reviewed by: Brecht Van Lommel
Shared helper function to create a split layout with an alert icon for popup dialogs.
Differential Revision: https://developer.blender.org/D9486
Reviewed by Julian Eisel
Panels for active uiBlocks always have a type, because the process that
makes them uses the types. Add an assert just to make it clear that the
assumption is purposeful.
After recent changes to the context panel layout (rB187cc5e26d28b1a8),
there has been an error printed when running propery search:
> Error: separator_spacer() not supported in popups.
The layout code thinks it's drawing in a menu because region->visible
isn't properly set for the other tab searches. This patch sets that field
for the temporary searching region, but it also disables searching in the
context breadcrumbs panel, because at best this will just give results
for the names of the active object, etc. This isn't helpful since
those labels are mostly in every tab anyway.
Differential Revision: https://developer.blender.org/D9425
Allow project to build without definition of optional UI_PROP_DECORATE.
Differential Revision: https://developer.blender.org/D8370
Reviewed by Julian Eisel
Menus with categories gain a dividing line and omit the title.
Differential Revision: https://developer.blender.org/D5135
Reviewed by Brecht Van Lommel
This patch enables property search for all tabs in the property editor.
To make interaction faster, if the editor's current tab doesn't have a
result, the current tab changes to the next tab that has a match.
This patch implements basic code that only searches panels.
While we could run the existing "single tab" property search for every
tab, that would also do everything else related to the layout pass,
which would be less efficient, and maybe more complicated to maintain.
The search match status for every current tab of the property editor is
stored in a runtime bitfield and them displayed later by dimming icons
in the tab selector panel to the left. Using `BLI_bitmap` properly in
the runtime struct required moving it to `buttons_intern.h` and
adding a small API to access the search filter instead.
To make sure the editor isn't influenced by anything that happens while
building the layout for other tabs, most of the context is duplicated
and the new search is run in the duplicated editor.
Note that the tool settings tab works slightly different than the other
tabs, so I've disabled searching it for this commit. That would be a
relatively simple improvement, but would just require a bit of
refactoring of existing code.
Differential Revision: https://developer.blender.org/D8859
This adds arguments to `uiLayout.prop_tabs_enum` and the C equivalent
(`uiItemTabsEnumR_prop`) to gray out tabs based on a boolean array.
For property search in multiple tabs, we need a way to show which tabs
have a search result, but we still need to show which tab is active.
Differential Revision: https://developer.blender.org/D8858
The buttons hide when the search finishes based on whether they are in
the "panel header" group. These buttons were not protected with a new
group. This adds a new group for operator button calls, and also makes
it so a new group is always created after the header buttons.
Uncovered by a4aa94c41c. Before that, it would actually be a possible `NULL`
pointer dereference.
It would happen if a `UILayout.prop()` was placed with the `full_event` option
set to `True` (or the C equivalent) for a non keymap-item property.
Now this the `full_event` option is ignored then with a warning print.
This commit makes the panel expansion set based on the search results
when the active tab in the properties editor changes. The multi-tab
search patch (D8859) actually doesn't handle this because it uses a
different code path.
This feature uncovered a subtle but fairly significant issue with the
implementation of property search (More details in T81113). Basically,
the search needed multiple redraws to properly display the expansion of
panels based on the search results. Because there is no animation of
panel expansion when switching tabs, the problem was exposed only now.
With this commit, hiding of "search only" buttons and panel size
calculation happens in a single final step of the panel layout pass.
The "search only" layout root flag is removed. Instead every button
inside a panel header is in a single "uiButtonGroup" marked with a
specific "in header" flag, an idea which could be generalized in the
future.
Differential Revision: https://developer.blender.org/D9006
We have our own assert implementation, `BLI_assert()` that is prefered over the
C standard library one. Its output is more consistent across compilers and
makes termination on assert failure optional (through `WITH_ASSERT_ABORT`).
In many places we'd include the C library header without ever accessing it.
For a future patch (D9006) we need these groups for longer than just the
the layout process, in order to differentiate buttons in panel headers.
It may also be helpful in the future to have a way to access related
buttons added in the same uiLayout.prop call. With this commit, the
groups are stored in and destructed with the uiBlock.
Currently there's no way to know if a button is inactive when it doesn't
match the search results, because they use the same 50% gray level.
This isn't a huge problem, but it could lead to confusion. This commit
uses a subtle solution, a 25% opacity when the button is inactive and
also filtered by search.
This requires flipping the meaning of the UI_SEARCH_FILTER_MATCHES
flag in the code, and also adding a widget_alpha_factor utility in
the widget code.
Differential Revision: https://developer.blender.org/D8975
Since the search is applied all in one phase, there is no need to store
a reference to the search filter in every uiBlock. Instead just pass it
as an argument to UI_block_apply_search_filter.
Setting the search match flag every time property search runs can
invalidate the results for panel headers. Instead, clear the flag on
every redraw and or the result of every search in the panel to it.