Test this since the popup feels disruptive/flashing when its too large
when set smaller it looks closer to a menu w/ key-accelerators which is
the intention in this case.
It's also more likely the active tool can be placed under the cursor.
Since the viewport header now supports transparency, text on pulldowns
can be hard to read if their color matches the viewport content.
Background is drawn using the 'inner' theme color, that was unused until now.
Experimental support for using popovers like menus,
use this when the user hold the mouse down
(previously this did nothing).
This means turning frequently accessed menu items into
popovers doesn't add more clicks to the existing use case.
* Ensure popover does not change direction or location.
* Open popover towards the relevant editor, like pulldown menus.
* Use a bigger maximum assumed size to deal with some corner cases.
* Do proper 3D viewport header refresh on shading mode changes.
This is to address things like a percentage slider with a fixed soft mininum.
For example, the render resolution ranges from 1% to 100% and it is really
strange to have the slider showing nothing filled when the ui shows 1%.
Now we always fill the slider with a vertical boundary. A bit hard to explain,
but very easy to see the difference.
I split the widget in three parts and used fragment shader discard to remove the
undesired bits. That means all the widget program is doing a bit extra
calculation.
Reviewers: fclem
Subscribers: billreynish
Differential Revision: https://developer.blender.org/D3186
This isn't working well when zoomed out in the properties editor,
we should be taking into account properties editor zoom level.
This reverts commit 1ba91ae2c0.
Some widgets would have rounding relative to the button size, others
absolute. Now it's always absolute. Note changing Display Scale in the
user prefs is not zooming, the rounding still scales with that.
This makes easier to distinguish between different editors
(as oppose to an editor and its regions).
Note action zones look a bit strange with this. I recommend we do next:
* Make sure all 4 corners can be used as action zones.
* Remove their drawing code (or show them only on mouse hover).
- UILayout.popover(.. panel_type ..)
A single panel
- UILayout.popover_group(.. panel categories ..)
Expands all panels matching args.
Currently used in the topbar for redo and paint options.
== Main Features/Changes for Users
* Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars.
* Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector.
* Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here.
* Individual sections of the topbar are individually scrollable.
* Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting.
* Top-bar should scale nicely with DPI.
* The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes).
* Info editors at the top of the window and using the full window width with be replaced by the top-bar.
* In fullscreen modes, no more info editor is added on top, the top-bar replaces it.
== Technical Features/Changes
* Adds initial support for global areas
A global area is part of the window, not part of the regular screen-layout.
I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas.
* Adds a TOPBAR editor type
The editor type is hidden in the UI editor type menu.
* Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY)
* Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar.
* Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds.
The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved.
* Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code.
Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being.
NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility.
== ToDo's
It's a bit hard to predict all the ToDo's here are the known main ones:
* Add options for the new active-tool system and for operator redo to the topbar.
* Automatically hide the top-bar in fullscreen modes.
* General visual polish.
* Top-bar drag & drop support (WIP in temp-tab_drag_drop).
* Improve dynamic regions (should also fix some layout glitches).
* Make internal terminology consistent.
* Enable topbar file writing once design is more advanced.
* Address TODO's and XXX's in code :)
Thanks @brecht for the review! And @sergey for the complaining ;)
Differential Revision: D2758
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
E.g. the vertices created for each of the defines would require a
certain offset. If you don't know what to look for, finding out about
this is pretty difficult. Make them easily searchable instead.