* Make bottom half of topbar a bit higher
* Make tabs higher and put them closer together
* Remove screen layouts dropdown, we'll have one layout per window
* Hide action zones from topbar
* Don't change topbar background color when activating
== 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.
- put render iterator in own scope
(would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.
This simplifies remapping task, since you don't have to ensure your
overrides are created in the correct dependency order.
Uses famous LIB_TAG_DOIT to mark IDs to be overridden.
Now we stick to a single button, when data is directly linked, clicking
on it will make a local copy, while shift-clicking on it will make a
static override.
When data is a static override, icon is the DATA_OVERRIDE one, and clicking
on the button will make it a fully borring local data-block.
This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842