Commit Graph

58 Commits

Author SHA1 Message Date
5bd4aea29c Cleanup: use matching function signatures for RNA callbacks
Use matching int/float/boo types for RNA callbacks.
2022-08-26 14:37:16 +10:00
b8605ee458 UI: Superimposed pin icon for workspace scene pinning in the scene switcher
Followup to the previous commit, to display a pin icon in the scene switcher.
This is a good indicator to have and such workspace-wide functionality should
be available in the topbar, close to what it belongs to (scene switching).
Downside is that it makes this already crowded region even more crowded. But
thanks to the use of superimposed icons, it's not too noisy visually.

Differential Revision: https://developer.blender.org/D11890

Reviewed by: Campbell Barton
2022-07-07 18:14:05 +02:00
e0cc86978c Workspaces: Option to pin scene to a workspace
Adds a "Pin Scene" option to the workspace. When activated, the workspace will
remember the scene that was last activated in it, so that when switching back
to this workspace, the same scene will be reactivated. This is important for a
VSE workflow, so that users can switch between different workspaces displaying
a scene and thus a timeline for a specific task.

The option can be found in the Properties, Workspace tab. D11890 additionally
adds an icon for this to the scene switcher in the topbar.

The workspace data contains a pointer to the scene which is a UI to scene data
relation. When appending a workspace, the pointer is cleared.

Differential Revision: https://developer.blender.org/D9140

Reviewed by: Brecht Van Lommel, Bastien Montagne (no final accept, but was fine
with the general design earlier)
2022-07-07 18:08:18 +02:00
Jeroen Bakker
8b7cd1ed2a Painting: Canvas switcher for painting brushes/tools.
This patch adds color attributes to TexPaintSlot. This allows an easier selection
when painting color attributes.

Previously when selecting a paint tool the user had to start a stroke, before the
UI reflected the correct TexPaintSlot. Now when switching the slot the active
tool is checked and immediate the UI is drawn correctly.

In the future the canvas selector will also be used to select an image or image texture node
to paint on. Basic implementation has already been done inside this patch.

A limitation of this patch is that is isn't possible anymore to rename images directly from
the selection panel. This is currently allowed in master. But as CustomDataLayers
aren't ID fields and not owned by the material supporting this wouldn't be easy.

{F12953989}

In the future we should update the create slot operator to also include color attributes.
Sources could also be extended to use other areas of the object that use image textures
(particles, geom nodes, etc... ).

Reviewed By: brecht

Maniphest Tasks: T96709

Differential Revision: https://developer.blender.org/D14455
2022-04-08 16:42:50 +02:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
9cff9f9f5d Cleanup: rename FileList::asset_libraryasset_library_ref
In the `FileList` struct, rename the `AssetLibraryReference
*asset_library` field to `asset_library_ref` -- it's a description of
which asset library is used, and not the asset library itself.

This is to make space for a future `AssetLibrary *asset_library` field,
which will point to an actual asset library struct/class.

No functional changes.

Reviewed by: Severin

Differential Revision: https://developer.blender.org/D12151
2021-08-06 15:20:39 +02:00
e850c2b06d Cleanup: Centralize/unify asset library reference from/to enum code
This was an open TODO, I wanted to have code for translating asset
library references from and to enum values in a central place, and
access that in the same way from both the Asset Browser and the
Workspace RNA code.

* Adds own file for the related functions.
* Adds doxygen comments.
* Updates RNA callbacks to properly use these functions.
* Let these functions call each other, avoid duplicating logic.
2021-07-21 19:35:39 +02:00
8de2b6a020 Assets: Rename workspace active asset library DNA variable
This new variable was introduced with 7898089de3. We don't usually use
an `active` prefix variable. Plus, this makes the name match the one of
the Asset Browser active library variable, so we can use the
`rna_def_asset_library_reference_common()` helper for both.

This will cause Asset Views to open with the default "Current File"
Asset Library. We could avoid that, but it's a minor issue really.
2021-07-21 19:35:39 +02:00
a26a059244 Assets: Initial Asset List as part of the Asset System design
Implements a basic, WIP version of the asset list. This is needed to
give the asset view UI template asset reading and displaying
functionality.

See:
* Asset System: Data Storage, Reading & UI Access - https://developer.blender.org/T88184

Especially the asset list internals should change. It uses the
File/Asset Browser's `FileList` API, which isn't really meant for access
from outside the File Browser. But as explained in T88184, it does a lot
of the stuff we currently need, so we (Sybren Stüvel and I) decided to
go this route for now. Work on a file-list rewrite which integrates well
with the asset system started in the `asset-system-filelist` branch.

Further includes:
* Operator to reload the asset list.
* New `bpy.types.AssetHandle.get_full_library_path()` function, which
  gets the full path of the asset via the asset-list.
* Changes to preview loading to prevent the preview loading job to run
  eternally for asset views. File Browsers have this issue too, but
  should be fixed separately.
2021-07-15 16:12:36 +02:00
7898089de3 Assets: Add an active asset library per workspace, for the UI to use
This per-workspace active asset library will be used by the asset views
later. Note that Asset Browsers have their own active asset library,
overriding the one from the workspace.

As part of this the `FileSelectAssetLibraryUID` type gets replaced by
`AssetLibraryReference` which is on the asset level now, not the
File/Asset Browser level. But some more work is needed to complete that,
which is better done in a separate commit.
This also moves the asset library from/to enum-value logic from RNA to
the editor asset level, which will later be used by the asset view.
2021-07-15 16:12:36 +02:00
66a87fc9f4 Fix workspace tool name property
The fallback tool was used as the tool name.

Regression in a8ce9a143a
2021-01-17 18:24:34 +11:00
Yevgeny Makarov
af316d2761 UI: Cleanup spelling of compound words
Approximately 138 changes in the spelling of compound words
and proper names like "Light Probe", "Shrink/Fatten", "Face Map".
In many cases, hyphens were used where they aren't correct, like
"re-fit". Other common changes include:
 - "Datablock" -> "data-block"
 - "Floating point" -> "floating-point"
 - "Ngons" -> "n-gons"

These changes help give the language used in the interface
a consistent, more professional feel.

Differential Revision: https://developer.blender.org/D9923
2020-12-24 13:11:22 -06:00
a2baf50242 Cleanup/refactor: Workspace API, boilerplate code, early exit
* Simplify workspace API a bit
* Comment on behavior of workspace-layout relations where exposed in API
* Remove annoying getters/setters
* Avoid lookups if we can early exit
* A NULL check is removed in `direct_link_workspace()` that I don't see
  a need for. Am not 100% sure though, fingers crossed.

In general these changes should improve readability and make things
easier to reason about.
2020-05-26 20:32:21 +02:00
6a49161c8c VSE: Tool system integration
Add toolbar to sequencer regions.

A bit of refactoring has to be done in RNA space.
Currently there is only cut tool implemented to serve as template for
anybody who would like to add more.
2020-01-22 15:06:18 +01:00
a8ce9a143a Tool System: store the fallback tool for re-use
The fallback tool was run-time only data,
now it's stored in the blend file.
2020-01-03 12:34:55 +11:00
6ffcddc10a Tool System: experimental fallback tool support
Implement T66304 as an experimental option,
available under the preferences "Experimental" section.

- When enabled most tools in the 3D view have a gizmo.
- Dragging outside the gizmo uses the 'fallback' tool.
- The fallback tool can be changed or disabled in the tool options
  or from a pie menu (Alt-W).
2019-12-07 06:03:00 +11:00
a1aa4a2597 RNA: Cleanup PointerRNA struct
The old layout of `PointerRNA` was confusing for historic reasons:
```
typedef struct PointerRNA {
  struct {
    void *data;
  } id;

  struct StructRNA *type;
  void *data;
} PointerRNA;
```

This patch updates it to:
```
typedef struct PointerRNA {
  struct ID *owner_id;
  struct StructRNA *type;
  void *data;
} PointerRNA;
```

Throughout the code base `id.data` was replaced with `owner_id`.
Furthermore, many explicit pointer type casts were added which
were implicit before. Some type casts to `ID *` were removed.

Reviewers: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D5558
2019-08-23 09:52:12 +02:00
d7672ad0f7 Fix tool settings showing in the top-bar
Each spaces top-bar wasn't showing it's own active tool,
Remove RNA access to the workspaces tool since using it is error prone.
Eventually this should be completely removed.
2019-04-24 16:11:16 +10:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
1abd909a92 Cleanup: remove DNA_PRIVATE_WORKSPACE hacks.
This is just not practical to do for the code as a whole, and having it as an
exception for one specific data structure is not that helpful. This has only
been in the way for me when refactoring code.
2019-04-02 13:32:25 +02:00
3400fe3ece Tool System: split UI label from tool identifiers
Prepare for exposing tool registration to the Python API.

- Generated tools can use their own prefix so naming collisions
  won't happen between hard coded & generated tools.
- Add-on authors can use the add-on name as a prefix.

Currently the names match, renaming will happen next.
2019-03-15 14:53:08 +11:00
5c2cef2c91 Cleanup: match WorkSpace and WorkSpaceTool capitalization 2019-03-14 14:38:38 +11:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
e305560f13 Cleanup: add trailing commas to structs
Needed for clang formatting to workaround bug/limit, see: T53211
2019-01-07 00:34:48 +11:00
aae5f2b046 Fix image editor tool-settings missing from topbar 2019-01-02 16:26:52 +11:00
c1f6ecdfab Fix T58902: error getting tools for Image Editor (modes Paint and Mask)
Maniphest Tasks: T58902

Differential Revision: https://developer.blender.org/D4044
2018-12-07 14:17:17 +01:00
1944bca49a Tool System: use tools for node editor 2018-11-27 18:43:08 +11:00
56fd821e97 RNA: add widget property access 2018-10-19 19:33:29 +11:00
2ac65f6153 UI: new icon set by Andrzej Ambroz.
This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
2018-10-08 19:46:00 +02:00
1b38effd5f RNA: add access to tool mode 2018-10-05 13:29:51 +10:00
9f78f471d7 Workspaces: switch object mode when switching workspaces.
In the workspace properties a mode can now be configured that is
automatically enabled when switching to the workspace.

This is a test to validate how well it works. The weak point is
that if you don't have an appropriate object already select it will
not switch modes.

See T56475.
2018-08-30 16:10:03 +02:00
e81c352746 Tool System: hide paint options for non brush tools 2018-08-29 23:58:44 +10:00
5f55bbf3d0 RNA: add space_type to tool 2018-08-01 16:02:20 +10:00
36a9436d80 Merge branch 'master' into blender2.8 2018-07-01 16:22:06 +02:00
264a4a8f97 RNA: add tool index access
Needed for changing the active tool from Python.
2018-05-30 22:16:13 +02:00
44f78c95be Cleanup: move toolsystem into own include
Many files using the window manager don't access the tool-system.

This avoids rebuilding many files when the tool-system changes.
2018-05-23 08:23:16 +02:00
50e3af8899 RNA: quiet warning
Harmless but annoying.
2018-05-17 20:35:46 +02:00
b0c8d35142 Tool System: use context mode
Was using object mode in the workspace API which isn't
useful for accessing tools.
2018-05-17 20:28:14 +02:00
edf6676a77 Tool System: per space/mode tool support
This patch adds support for:

- Per space-type tools (3D view and edit).
- Per mode tools (object, edit, weight-paint .. etc).

The top-bar shows the last activated tools options, this is a design
issue with using a global topbar to show per-space settings.

See D3395
2018-05-17 15:57:33 +02:00
6e76a35f07 Tool System: support data-blocks in tools
Needed so tools can set the active brush.
2018-04-29 14:30:09 +02:00
c86be7345b Tool System: expose tool space-type 2018-04-26 17:58:37 +02:00
5876856f7b Properties: remove redundant settings from workspaces tab.
Use render settings and active view layer will be handled elsewhere.
Also change icon to not be confusing with render layers.

Probably we should get rid of the workspace tab entirely and do it in
the user preferences, but that's for later.
2018-04-26 16:37:59 +02:00
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
7d055da327 Move transform orientation to scene
This was stored in the workspace, selected from the view.
Move both to scene since custom orientations are closely related to your
scene data.
2018-04-18 09:16:15 +02:00
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
d937d06c02 WorkSpace: UI filtering for add-ons
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
2018-03-01 01:31:07 +11:00
345c6298e9 Object Mode: move to workspace struct
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
  (context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
  this does work on a basic level though.

See D3037
2018-02-08 21:14:26 +11:00
Julian Eisel
e8c15e0ed1 Workspaces: Store an active view-layer per scene
Instead of storing a single active view-layer in the workspace, one is
stored for each scene the workspace showed before.
With this, some things become possible:
* Multiple windows in the same workspace but showing different scenes.
* Toggling back and forth scene keeps same active view-layer for each scene.
* Activating workspace which didn't show current scene before, the current view-layer is kept.

A necessary evil for this is that accessing view-layer and object mode
from .py can't be done via workspace directly anymore. It has to be done
through the window, so RNA can use the correct scene.
So instead of `workspace.view_layer`, it's `window.view_layer` now (same
with mode) even though it's still workspace data.

Fixes T53432.
2017-12-01 16:15:30 +01:00