Commit Graph

646 Commits

Author SHA1 Message Date
c490428bd4 UI: desaturate toolbar icons that the mouse is not over.
This does not look great with light toolbar buttons as in the default,
so consider this a work in progress.
2018-04-26 16:37:59 +02:00
8430249791 UI: shrink operator menu hold triangle a little 2018-04-25 21:24:55 +02:00
7a67bb7018 UI: workaround for text & icon alignment
Blender's icons weren't written to draw different sizes.
For now ifdef in a hack to show toolbar icons larger.
2018-04-25 21:02:50 +02:00
0113693129 Merge branch 'master' into blender2.8 2018-04-25 17:27:23 +02:00
f69feb4957 UI: optionally pass icon size to widget_draw_icon
No functional changes.
2018-04-25 17:26:45 +02:00
a9d3f9f54d Revert "UI: fix inconsistency in button rounding when zooming in."
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.
2018-04-25 15:42:41 +02:00
1ba91ae2c0 UI: fix inconsistency in button rounding when zooming in.
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.
2018-04-24 11:10:08 +02:00
dea3ba6d81 UI: show arrow for popovers above buttons
Also don't align popover buttons with activated popovers.
2018-04-23 08:51:13 +02:00
9eaf00616b UI: draw arrow for popover 2018-04-22 23:03:08 +02:00
62cd5e0b7b UI: support for center popovers over buttons 2018-04-22 22:13:26 +02:00
20a713b7ff UI: number button arrows appear on hover, highlight clickable areas. 2018-04-22 21:48:53 +02:00
15ca90489f UI: make button roundness themeable. 2018-04-22 21:47:51 +02:00
Dalai Felinto
8733ad4d2a UI: Draw round corners between the editors
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).
2018-04-22 19:54:26 +02:00
Dalai Felinto
90068773db UI: Move ui_draw_anti_tria to UI_interface.h
Using extern makes too easy to get a crash if the original
function definition changed.
2018-04-22 19:54:26 +02:00
Dalai Felinto
2d0c1f324c UI: Remove hard-code + add comment for aa triangles 2018-04-22 19:54:26 +02:00
92404dd48d UI: popover now use menu style buttons
Also scale width with UI-scale.
2018-04-22 18:39:29 +02:00
e6d1fb87c6 UI: Initial popover support for panels
- 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.
2018-04-22 17:45:14 +02:00
e597f7495a Cleanup: ui-link drawing code from logic bricks 2018-04-22 10:23:43 +02:00
Julian Eisel
5f6c45498c UI: New Global Top-Bar (WIP)
== 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
2018-04-20 17:14:52 +02:00
bc11cb3daa UI: Support for runtime geometry icons 2018-04-20 15:26:06 +02:00
1f5d51e44e Cleanup: style 2018-04-19 07:47:03 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
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.
2018-04-17 17:51:28 +02:00
Julian Eisel
4b080ff18f Cleanup: Make access to widget triangle defines explicit
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.
2018-04-15 21:36:21 +02:00
Julian Eisel
7c02008e74 Fix button triangle for "hold action" not working
There is quite some mess going on in that most of the old triangle
drawing code is still there, but does almost nothing effectively.
Instead values are hardcoded in the shader, however it doesn't support
the drawing options the triangle functions expose.
E.g. the 'where' variable to set triangle direction doesn't work.
2018-04-15 21:24:24 +02:00
3dce5b2ef9 UI: Fix some drawing order issues. 2018-04-10 17:42:45 +02:00
cf4041eb05 UI: Widgets: Fix text edit cursor not drawing.
Actually it was drawn before the widget. Flushing widget cache and
everything is fine again.
2018-04-08 18:54:34 +02:00
2d618974d1 UI: Perf: Port color widgets to batch.
This is more for completeness than perf.

Shader is tiny bit more complex but we get less overdraw and drawcalls.
2018-04-06 23:54:39 +02:00
21113ad834 UI: Perf: Add batching capability to widgets.
Similiar to how we batch Icons together. This is not enabled in this
commit.
2018-04-06 14:25:55 +02:00
4a73127a2b UI: Perf: Improve ui_draw_dropshadow.
Replace the 12 iterations of UI_draw_roundbox_4fv with only one batch.

This mean less overdraw and less drawcalls.

I had to hack the opacity falloff curve manually to get approximatly the
same result as previous technique. I'm sure with a bit more brain power
somebody could find the perfect function.
2018-04-06 10:25:53 +02:00
80d4d71360 UI: Perf: Modify UI_draw_roundbox to use GWN_batch API.
This commit also rename and move a few thing to clean things up.

Major improvment is using one drawcall instead of 8 for UI_draw_roundbox_aa.
2018-04-06 10:25:53 +02:00
cadef79a52 GPUBatch: Change preset managment system.
Now use a list of preset batches with a function to add new ones to this
list.

This removes the need of new functions all over the place to reset/exit.
2018-04-05 16:08:46 +02:00
72c57a755e UI: Fix: Center vertical scrollbar circles. 2018-04-02 18:47:56 +02:00
e1d6e524b3 UI: Perf: Batch Trias with widgets.
This remove another portion of imm calls and reduce overall drawcall count.
2018-04-02 18:47:56 +02:00
Julian Eisel
b3ef5a04d1 Cleanup: Use uppercase UI_ prefix for external functions
Using uppercase prefixes is our convention for external functions.
"External" as in functions exposed to the outside of interface/ directory.
2018-03-29 17:21:02 +02:00
8b45fd8b61 UI: Fix out of bound read catched by asan. 2018-03-29 16:46:28 +02:00
d93e7e6430 UI: Perf: Group fill/border/emboss batches together.
This roughly halves the number of drawcalls from widgetbase_draw.
2018-03-29 16:36:01 +02:00
f6ad538040 UI: Perf: widgetbase: Replace imm usage by a batch cache.
Introduce a UI batch cache. For the moment it's only used by widgetbase so
leaving it interface_widgets.c. If it grows, it can have its own file.

Like all preset batches (batches used by UI context), vaos must be refreshed
each time a new window context is binded.

This still does 3 GWN_batch_draw in the worst cases but at least it does
not use the IMM api.

I will continue and batch the 3 calls together since we are really CPU
bound, so shader complexity does not really matters.

I cannot spot any difference on all the widgets I could test. I did not use
any unit tests so I cannot tell if there is really any defects.

This is not a complete rewrite but it adresses the top bottleneck found
after a profilling session.
2018-03-29 14:22:50 +02:00
2117680094 UI: Fix assert cause by vertex count being too small. 2018-03-27 17:58:05 +02:00
2cbd7cc269 UI: Perf: Optimize widgetbase_draw.
Drawcall per window redraw on default layout:
- 4100+ without patch
- 1270 with patch

Theses drawcalls meant a lot of driver overhead since they each correspond
to one glMapBuffer which is slow.
2018-03-27 17:03:42 +02:00
f228a08d02 merge from master 2018-02-26 22:49:30 +01:00
ec27281812 Fix incorrect text clipping on node link button in material properties. 2018-02-25 19:57:40 +01:00
618bc6c679 GPU: use alpha blend that works for drawing to transparent buffer.
It's unlikely to ever be intentional to square the source alpha, as happens
with glBlendFunc, so this changes the blending throughout the code.
2018-02-14 14:00:57 +01:00
9c91c75ea6 Merge branch 'master' into blender2.8 2018-01-11 13:24:41 +11:00
9d62e6e782 UI: don't draw outline when it's not calculated
Outline drawing was running even when there were no verts to draw.
Causes an assert in 2.8.
2018-01-11 13:23:55 +11:00
e36b5f004d ID Static Override: add basic UI feedback.
For now, using a new color for overridden properties (similar to
animated/driven status), UI team will need to work on a better solution
maybe...
2017-11-29 17:23:25 +01:00
d4fe083b35 Merge branch 'master' into blender2.8 2017-11-04 21:45:52 +11:00
25f56d7a7b UI: correct flag re-use
Adding ability to show a button as pressed w/o UI_SELECT set caused
other flags to be cleared that shouldn't have been.
2017-11-04 14:13:04 +11:00
c1da6c9d7d Merge branch 'master' into blender2.8 2017-11-03 01:16:10 +11:00
25f2abf314 Cleanup: minor comment correction 2017-11-03 01:10:03 +11:00
9ece0ee5fe UI: add UI_SELECT_DRAW flag
Allow to draw as pressed w/o interfering with behavior.

Resolves issue where buttons raised on mouse-over.
2017-11-03 00:47:51 +11:00