Running undo would notify manipulators to refresh,
but this still allowed for events in the queue to be handled,
where manipulators could be drawn for selection before
their refresh callback runs.
This made Python manipulators raise exceptions
about referencing invalid data (or crash).
Now tag manipulator update on file load (including undo)
and ensure the refresh callback runs
before drawing manipulator selection.
Also split manipulator map refresh flag in two since selection doesn't
perform the same operations as regular drawing.
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
Since we added auto DPI on Linux, on some systems the UI draws smaller than before
due to the monitor reporting DPI values like 88. Blender font drawing gives quite
blurry results for such slightly smaller DPI, apparently because the builtin font
isn't really designed for such small font sizes. As a workaround this clamps the
auto DPI to minimum 96, since the main case we are interested in supporting is
high DPI displays anyway.
Differential Revision: https://developer.blender.org/D2740
This commit effectively makes workspace switching useless as far as the
active scene layer goes.
The functions from the scene layer API to get the correct scene layer
from "context" were a placeholder to be addressed by the workspace
commit.
When workspace was merged, however G.main was used as a replacement to pass the
correct argument for the functions. As it turned out (surprise!) this
leads to crash on render preview.
We need to get rid of:
* BKE_scene_layer_context_active_ex_PLACEHOLDER
* BKE_scene_layer_context_active_PLACEHOLDER
And either use SceneLayer explicitly or replace it by:
* BKE_scene_layer_from_workspace_get
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
To recompile all the shaders is expensive. And something to be avoided at all costs.
It was needed before because for every new lamp in the file we needed to
recompile the shaders. Now this is no longer required since we are using
UBOs for the sahders.
Fix is a bit ugly, but cannot think of another solution for now, at
least this **should** not break anything else.
And now I go find myself a very remote, high and lonely mountain, climb
to its top, roar "I hate proxies!" a few times, and relax hearing the echos...
Changes from custom-manipulator branch.
- use property type definitions.
- add property free callback.
- move properties into the wmManipulator struct (over alloc).
- use array length from property types instead of arg passing.
While this is work-in-progress from custom-manipulators branch
its stable so adding into 2.8 so we don't get too much out of sync.
- ManipulatorGroupType's are moved out of the manipulator-map and are now
global (like operators, panels etc) and added into spaces as needed.
Without this all operators that might ever use a manipulator in the 3D
view would be polling the viewport.
- Add optional get/set callbacks for non-RNA properties
Needed so re-usable manipulators can control values that
don't correspond to a single properly or need conversion.
- Fix divide by zero bug in arrow manipulator (when moving zero pixels).
There is no reason to be special for workspace and go against other design
decision in Blender. If something like this is going to become a common
practice in Blender it should be well thought and well tested, including
tests of all supported compilers and configurations.
This feature was relying on type re-definition, which is not only confusing
but also available in C11 only.
Sync with custom-manipulators branch
- Use identifiers for properties.
- Property array index access.
- Remove operator from manipulators
(wasn't used and will likely add in a different way).
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
Note for users
==============
The active_layer option used for the filebrowser operators is now called
active_collection.
If there is no collections in the scenelayer or if this option is not selected
we automatically create a new collection for the new objects.
This is the same behaviour of trying to add a new object when there is
no collection.
Note for developers
===================
For those cases I moved the object user count handling from readfile to
the scene collection system. It's working fine for those, but we still
need to re-visit this for Add objects, and Duplicate - In those cases
the usercount is 2 when it should be 1.
Reviewers: mont29, sergey
Differential Revision: https://developer.blender.org/D2686
Although this is working fine, there are two changes expected in the new
future once depsgraph copy on write is implemented:
1) To call ED_info_stats_clear a callback from depsgraph, instead of the
notifier system. (that would also allow us to clear only one
SceneLayer).
2) To store/get stats from the evaluated SceneLayer, as well as iterate
over the evaluated objects as well.