Commit Graph

2245 Commits

Author SHA1 Message Date
aba4e6810f Cleanup: style, use braces in source/ (include disabled blocks) 2019-05-31 23:22:52 +10:00
a9450dbf0d Gizmo: add 2D navigation for image/clip/sequencer views 2019-05-31 21:51:02 +10:00
7bf8d8b3c8 Cleanup: use time scrub instead of scrubbing
Renaming was only done to ED_time_scrub_ui.h, function names
and struct members used term 'scrubbing' which is ambiguous.
2019-05-28 16:17:15 +10:00
552f5da3c4 Mitigate T64346: Quick Favorites items cant be removed
For now don't show missing quick favorite menu items which are missing.

Once menu editing is supported they could be displayed.
2019-05-27 15:33:12 +10:00
d525c76003 Revert "UI: Edit Menu Operator Polling"
This reverts part of commit b7eba20236. Polling
is causing issues in scripts, and the minor usability improvements are not worth
the extra work this may cause at this point in the release cycle.

Fixes T65149
2019-05-27 00:34:24 +02:00
5397d8d268 UI: allow shrinking panel height to zero when open.
Currently if a panel becomes empty (draw simply returns), it stays
at the last non-empty height. This seems to be caused by some legacy
checks that may be completely obsolete, but the safest fix is to at
least allow resetting height when the panel is open.
2019-05-22 17:59:22 +03:00
Dalai Felinto
0910932e71 Remove "_base*" from context API
We are not exposing RNA_ObjectBase in the 2.80 API.

Thus we can't have operators relying on it (e.g, CTX_data_visible_bases,
CTX_data_active_base, ...). Otherwise users won't be able to override
context for these operators.

This commit keep the CTX_data_.*bases() functions around so we don't
need to change the operators and potentially break things that late into
2.80. However as far as the Python scripters are concerned there is no
base to be overriden, ever.

That also simplify the guessing game addon developers have to play when
trying to override an operatori context. They still need to find whether an
operator requires editables, visibles, selected, ... objects. But at
least they don't need to find out whether the operators need base or
object.
2019-05-21 19:24:04 -03:00
b7eba20236 UI: Edit Menu Operator Polling
This patch updates the polling that enable/disables Edit Menu items. Slight Undo History menu changes

Differential Revision: https://developer.blender.org/D4846

Reviewed by Brecht Van Lommel
2019-05-19 13:12:15 -07:00
06c4139a68 UI: Remove Hover Highlight When Outliner Loses Focus
This patch removes the hover highlight that can sometimes remain after moving out of the Outliner space

Differential Revision: https://developer.blender.org/D4822

Reviewed by Brecht Van Lommel
2019-05-18 17:09:45 -07:00
870fc29068 Cleanup: panel layout logic
Workspace was being assigned in a loop, make some vars const.
2019-05-16 10:48:17 +10:00
Dalai Felinto
777a546c0c Outliner Restriction: Naming sanitization and icon
No major API change here, only in the outliner restriction column
variables (e.g., show_restrict_column_selectable > show_restrict_column_select).

* Get rid of _INSTANCE (introduced on b1af682001).
* Differentiate (everywhere but the API) between HIDE (temporary) and VIEWPORT (global).
* Use the expected icon for restrict viewport (same as objects and modifiers).
* selectable > select
2019-05-14 18:10:25 -03:00
9fecac32d9 Screen: replace show footer operator with property
This matches 'show header' internal logic.
2019-05-14 20:21:27 +10:00
21bfc469ab Cleanup: rename ED_scrubbing.h to ED_time_scrub_ui.h
Also renames the corresponding .c file.
2019-05-14 11:49:15 +02:00
e2fdbf7599 Fix T64407: crash adding workspace after appending datablock
The files operator property should not be remembered for next
operator executions, gives unexpected effects when using the
operator again.
2019-05-13 22:20:49 +02:00
Dalai Felinto
b1af682001 Outliner Visibility Update
See T61578 for discussions and mockups.

Visibility Options
==================
We are adding more granular control over restriction columns in the outliner,
exposing "indirect only" and "holdout" as options, and change the way
users enable/disable collections in a viewlayer.

We also rename the object viewport restriction to hide instance.

So the options we have are:

Collection
----------
* Render Visibility
* Instance Visibility
* Selectable

(View) Layer Collection
-----------------------
* Enable
* Holdout
* Indirect Only
* Viewport

Shortcuts
=========
Isolate Collection
------------------
* Ctr + click isolates the collection.
It turns all its parents and children "visible", and all the other
collections "invisible".

If ALL the collections were already properly set, we re-set the
collections to their default value.

Set Collection Inside Collections and Objects
---------------------------------------------
* Shift + click: Set/unset inside collections and objects.

We only set objects values as well when we are in View Layer mode and
(obviously) when the objects have a matching property.

Icons
=====
Little reminder that we will need better icons for holdout, indirect only, and
probably instanced (nothing wrong with the current, but it differs from
the proposal when it is turned off).

Also, we need to decide where do we want the modifier/bones/... icons to
be (in which column) and ideally make sure their icons match the ones we
use for collections/objects.

At the moment those are using the screen icon, which is not being used
by collections.

Reviewers: brecht, billrey
Subscribers: pablovazquez
Differential Revision: https://developer.blender.org/D4823
2019-05-10 19:48:33 -03:00
6b082278d1 UI: expose tool settings in the 3D view side-bar
Internally tool settings have been moved to the 3D view.
Added the ability for to draw panels from another space/region
so they can be mirrored in the properties editor.
2019-05-10 13:48:25 +10:00
427c75e4c2 Cleanup: avoid some floating point divisions in drawing code 2019-05-09 19:55:10 +02:00
60ca2fe338 UI: dim icons in inactive tabs, similar to text
This makes the properties editor navigation bar less saturated. Internally
the icon theme coloring was refactored a bit to move more towards the button
drawing code.
2019-05-09 19:55:10 +02:00
6148ed8cf9 Cleanup: reduce number of UI_icon_draw variations 2019-05-09 19:55:10 +02:00
dea8fb2bea Fix: Nav_bar context menu in preferences
Also merge the keymaps for header/footer/navbar.

D4736 by @Gvgeo with edits
2019-05-09 18:40:42 +10:00
3b9813fe50 UI: Move scrollbars to the right in animation editors
The text, that was in the scrollbars, stays on the left.

Reviewers: brecht, billreynish

Differential Revision: https://developer.blender.org/D4821
2019-05-08 15:16:05 +02:00
c79fc710b3 Keymap: Special keymap for clip editor scrubbing area
Reviewers: sergey

Differential Revision: https://developer.blender.org/D4825
2019-05-08 14:10:09 +02:00
f2b7582b27 UI: Animation editor scrubbing area
The main reason for this change is to allow setting the
active frame with the left mouse button, while still being
able to select e.g. keyframes with the same mouse button.

The solution is to introduce a new scrubbing region with
a specialized keymap. There are a couple of related todos,
that will be handled in separate commits.
Those are listed in D4654.

This solves T63193.

Differential Revision: https://developer.blender.org/D4654

Reviewers: brecht, billreynish
2019-05-07 15:09:14 +02:00
2b9965122e Sound: Revert all the recent changes to sound
This happened to be a bigger rabbit hole to hell than it originally seemed,
and there are higher priority design tasks to be handled (at this point high
priority design task is more important than high priority bug fix).

After talking to Brecht the decision was made to revert to the known isolated
issue, which will allow everyone in the studio work same as prior to last
Friday.

The remaining bits will be worked on after all the design tasks are out of
the way.

This commit reverts:

4cdb4b9532 Fix T64161: Crashing using undo and multiple windows
064273a4ae Sound: Port more cases to be a part of dependency graph
2e582f8ab5 Sound: Fix access wrong dependency graph
5fc49d9c91 Sound: add stubs to build without audaspace
c68c81a870 Sound: Make sure spin lock is initialized for new sound datablocks
c02534469a Sound: Delay creating sound scene handle for until is needed
9f681bea68 Fix T64144: Crash when displaying audio waveforms in VSE
2f79286453 Cleanup: unused vars
bed8ad6f95 Fix crash in background rendering after recent sound changes
773691310f Fix T64143: Crash when scrubbing in the graph editor
888852055c Sound: Fix for being unable to jump to a frame during playback with A/V sync
6ab7b38464 Sound: More fixes for access of original scene
35db119545 Sound: Fix access original scene during playback
211c4fd2e9 Depsgraph: Make comment about evaluation more obvious
c5fe16e121 Sound: Make sound handles only be in evaluated datablocks
b4e1e0946b Depsgraph: Preserve sound and audio pointers through copy-on-write
4eedf784b0 Depsgraph: Store original sequencer strip pointer
6990ef151c Sound: Move evaluation to dependency graph
d02da8de23 Sound: Delay opening handlers for until really needed
3369b82891 Depsgraph: Add scene audio component
e8f10d6475 Depsgraph: Tag sequencer for update on changes
6e4b7a6e4d Depsgraph: Initial work to cover sequencer
17447ac5a6 Depsgraph: Make sound ID part of the graph
2019-05-07 11:50:38 +02:00
064273a4ae Sound: Port more cases to be a part of dependency graph
Mainly covers RNA callbacks which were still doing direct scene update,
which was causing crashes. Now corresponding ID_RECALC flags are used,
so all scenes can update accordingly.

Also tested animated volume/pitch on strips, which now works as well.

Fixes T64133: Assert after changing FPS
Fixes T64154: Immediate crash when changing the current frame on the timeline
Fixes T64185: Client Crashes when the frame position value is changed
Fixes T64190: Blender Crash using Timeline Editor
Fixes T64128: Click to close bug type on timeline
Fixes T64147: Crash when setting current frame from Python
Fixes T64152: Blender Auto-Close on timeline change
2019-05-06 12:54:16 +02:00
Julian Eisel
94a064c0e9 Fix T64045: Crash activating fullscreen workspace
See d83a72ec10.
2019-05-04 15:33:02 +02:00
888852055c Sound: Fix for being unable to jump to a frame during playback with A/V sync 2019-05-03 17:50:43 +02:00
6ab7b38464 Sound: More fixes for access of original scene
Same as previous commit, just few lines to the bottom.
2019-05-03 17:27:13 +02:00
35db119545 Sound: Fix access original scene during playback
Was required to have AV-sync enabled. and then simply play playback
would have triggered an assert.

In release builds the sync would have happened to a wrong frame.
2019-05-03 17:19:24 +02:00
c5fe16e121 Sound: Make sound handles only be in evaluated datablocks
Quite straightforward change, which makes it so audio handles are
only created inside of evaluated datablocks.

Exception is adding sound strip to the sequencer, which needs an
audio handle to query length and number of channels. This is done
by temporarily loading sound file into an original datablock, and
then tossing it away.

There is an assert in sound.c which verifies that audio system is
used from an evaluated domain, which should help porting all the
cases which are likely missed by this commit.

Some annoying parts:

- `BKE_sound_update_scene()` is iterating over all bases, and does
  special ID tags to see whether sound has been handled or not
  already. This can not be done the old fashion now.

  Ideally, this will be done as a speaker datablock evaluation,
  but seems that would require a lock since audio API is not safe
  for threading. So this is not a desired way i'd say.

  Possible solution here would be to iterate over ID datablocks
  using dependency graph query API.

- Frame jump needs to call `BKE_sound_seek_scene()` directly
  because there might be some flags assigned to the scene which
  could be clear after operator execution is over.

  Need to verify if that's the case though. This is a bit hairy
  code, so sticking to a safest and known to work approach for
  now.

- Removed check for format when opening new sound file.
  Maybe we can have some utility function which queries channel
  and duration information, leaving the caller's code clean and
  tidy.

Tested following cases:
- Adding/removing/moving sequencer's sound strips.
- Adding/moving speakers in viewport.
- Rendering audio.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D4779
2019-05-03 15:50:40 +02:00
fbd366713e Fix active tool side-bar redrawing on tool change 2019-05-03 14:15:38 +10:00
4a3a0e3ef5 Fix tool header message subscriber 2019-05-03 13:59:58 +10:00
70682d11b8 Cleanup: replace RGN_ALIGN_ENUM_MASK
This was only used once, other checks were masking out
RGN_SPLIT_PREV which isn't future proof (if other flags are added).

Add RGN_ALIGN_ENUM_FROM_MASK macro, use it everywhere we need to
check the alignment enum.
2019-05-03 13:04:37 +10:00
928becec60 UV Sculpt: improve tool-system integration
In 2.7x UV sculpt was a kind of sub-mode
(a toggle with it's own key-map & drawing code).

Move this to an operator that uses the tool-system,
this simplifies internal logic, especially brush selection
which now matches sculpt and other paint modes.

- Remove toggle used to enable uv sculpt.
- Expose the brush, which was already used but there was no way to
  select different brushes.
- Make UV sculpt use paint paint tool slots
  (using brushes how all other paint mode currently do).
- Move UV Sculpt keymap to the tools keymap.
- Remove Q to toggle UV sculpt mode,
  S/P/G keys to switch tools.
2019-05-01 20:32:38 +10:00
7f0b122b66 Refactor: Separate scrollers from text drawing in API
This is a continuation of rB7fdffd735ff24, where I separated the
e.g. frame number drawing from scrollers internally.
This patch changes the API, so that space draw handlers
have to draw these numbers explicitely.

This greatly simplifies the scrollers API for all spaces
that just need scrollers without any frame numbers.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D4747
2019-04-30 14:10:53 +02:00
c7f67d60fb Cleanup: comments (long lines) in editors 2019-04-29 19:29:41 +10:00
8821757d0d Fix region action zone not working when hidden
Introduced in recent fix for T61554
2019-04-29 13:47:11 +10:00
George Vogiatzis
4d1128872e UI: keep timeline collapsed to header size when resizing window
This restores functionality lost with e8c9e85401.

Differential Revision: https://developer.blender.org/D4714
2019-04-25 18:19:54 +02:00
George Vogiatzis
7f45e79e1a Cleanup: remove unneeded screen_refresh_headersizes
screen_geom_vertices_scale already checks if areas are too small for header.
And header size will be set in region_rect_recursive from ED_area_initialize.

Differential Revision: https://developer.blender.org/D4711
2019-04-25 18:19:54 +02:00
ea80264381 Refactor: allow event handlers to have a poll function
Previously only a fixed bounding box could be used.
This was not flexible enough.
T63193 will benefit from this refactor.

Reviewers: brecht, campbellbarton
2019-04-24 17:34:48 +02:00
2753959ed7 Cleanup: sort CMake include paths 2019-04-24 14:41:12 +10:00
4312b47e83 Fix T63822: Sidebar tabs active area dead-zone #2
Take the entire gutter used for panel tabs into account.

Introduced in recent fix for T61554
2019-04-24 12:05:21 +10:00
411b5f3b10 Fix T63822: Sidebar tabs active area dead-zone
Clip on one axis for aligned regions to avoid tabs being clipped out.

Introduced in recent fix for T61554
2019-04-24 06:57:36 +10:00
2ffc3dfc09 Fix action zones getting out of sync with panel size
Change to recent fix for T61554
2019-04-24 06:16:47 +10:00
be3adb51de UI: ignore events in empty region overlap areas
- Resizable areas use 2D view bounds.
- Header uses the button bounds.
- A margin is added to avoid clicking between buttons.
- Region resize edges clamp to the 2D view bounds.

Resovles T61554
2019-04-23 16:51:00 +10:00
620b960d3d Cleanup: style, use braces for editors 2019-04-22 19:48:16 +10:00
0ac990d088 Cleanup: comments (long lines) in editors 2019-04-22 06:30:04 +10:00
7cbb8f20a4 GPU: automatically draw images with GLSL shader depending on resolution
This adds a new "Automatic" image display method which uses GLSL shaders for
most images. It only does CPU side color management for higher res images
where sending big float buffers to the GPU is likely to be a bottleneck or
cause memory usage problem.

Automatic is the default now, previously it was 2D Texture.
2019-04-20 13:32:36 +02:00
ed0c9654dd Cleanup: remove unused OpenGL functions, rename some for clarity 2019-04-20 13:32:36 +02:00
fd05d7bbcb Cleanup: Remove unneeded compositor update function
Similar to previous commit.

Compositing with animation on socket values and image sequences
still works fine.
2019-04-19 15:16:33 +02:00