Dead-lock when VR viewport drawing and depsgraph updates would fight for
the draw-manager GL lock. This didn't usually cause issues because the
depsgraph would be evaluated at this point already, except in rare
exceptions like after file writing.
Fix this by ensuring the XR surface gets its depsgraph updated after
handling notifiers, which is where regular windows also do the depsgraph
updating.
Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.
The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.
This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.
The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
Add an operator "Copy to Asset Library" for installing asset bundles
into already-existing asset libraries.
The operator is shown when:
- the "Current File" library is selected,
- the blend file name matches `*_bundle.blend`, and
- the file is not already located in an asset library.
The user can select a target asset library, then gets a "Save As"
dialogue box to select where in that library the file should be saved.
This allows for renaming, saving in a subdirectory, etc.
The Asset Catalogs from the asset bundle are merged into the target
asset library.
The operator will refuse to run when external files are referenced. This
is not done in its poll function, as it's quite an extensive operator
(it loops over all ID datablocks).
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D13312
This feature has been desired for some time:
- https://rightclickselect.com/p/ui/Tqbbbc/allow-navigating-while-transforming (See comments);
- D1583;
- T37427;
In short, blocking navigation during transform limits the user to move the object only to visible areas within the screen and hinders the allocation of objects within closed meshes.
The node editor is also impaired because some nodes are far between them and the connectors are too small.
The only disadvantage of this patch (as I see it) is the conflict with the existing key map:
MIDDLEMOUSE:
- enable axis constrain in 3D view;
WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY:
- change the threshold of the proportional edit;
So the patch solution was to change these keymaps:
- MIDDLEMOUSE to Alt+MIDDLEMOUSE;
- WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY to Alt+(corresponding key);
When you use this new keymap for the first time in the proportional edit, it may seem strange due to the custom of using it (both in View2D and View3D).
But quickly the user gets used to it.
Alternatively we can add an option to the user preferences ([] Allow navigating while transforming). (I'm not much fan of this option).
The patch was done on branch2.8. But maybe it's a good idea to apply it to 2.79
Differential Revision: https://developer.blender.org/D2624
Adds a `wmOperatorCallContext` typedef for the existing `WM_OP_XXX`
operator context enum. This adds type safety, allows the compiler to
produce better warnings and helps understanding what a variable is for.
Differential Revision: https://developer.blender.org/D13113
Reviewed by: Campbell Barton
Drop-boxes should act on the context determined through the exact cursor
location. There should be no need to override that, basically by the
nature of how drop-boxes work.
So Campbell and I agreed on removing this.
If we wanted to support it, we'd have to restore the operator context
when drawing drop-boxes, see
https://developer.blender.org/T92501#1247581.
Replace local static mouse coordinate storage with a single function.
also resolve inconsistencies.
- Edit-mesh selection used equality check (ignoring `U.move_threshold`).
- Motion to clear tooltips checked the value without scaling by the DPI.
Also prevent the unlikely case of the previous motion check matching
a different area by resetting the value when the active region changes.
* Allow operators to show a "disabled hint" in red text explaining why dropping
at the current location and in current context doesn't work. Should greatly
help users to understand what's the problem.
* Show a "stop" cursor when dropping isn't possible, like it's common on OSes.
Differential Revision: https://developer.blender.org/D10358
This change simplifies the parameter list for these functions
and reduces the chance of typos mixing up array indices.
Missed in rB69102786047dccdcbaee0df6307a8c3364d28fe0.
Use arrays for wmEvent coordinates, this quiets warnings with GCC11.
- `x, y` -> `xy`.
- `prevx, prevy` -> `prev_xy`.
- `prevclickx, prevclicky` -> `prev_click_xy`.
There is still some cleanup such as using `copy_v2_v2_int()`,
this can be done separately.
Reviewed By: campbellbarton, Severin
Ref D12901
There was a rare crash in WM_event_get_keymap_from_toolsystem_fallback
when wm->winactive was NULL.
This could happen when the event was handled
immediately after closing a window.
This caused problems calling screenshot from menu-search
which included the status text in the screenshot.
Now the status text is shown in the global status bar
for any operators called from a screen context.
This ended up being a copy of:
`toolsettings->workspace_tool_type == SCE_WORKSPACE_TOOL_FALLBACK`
requiring boiler plate assignment in gizmos refresh callbacks.
Remove this struct member and check `toolsettings->workspace_tool_type`
directly, since so far there has been no advantage in gizmo-groups
being able to control this themselves.
Resolve regression in c9d9bfa84a,
which added support for tools to be tagged as using a fallback too.
In these cases the "Active Tool" setting was ignored and the fallback
tool would be used (the spin tool would box select for example).
This adds an offscreen View3D window area for the VR view in order to
execute XR events/operators in the proper context. The area is created
as runtime data before XR events are dispatched and set as the active
area during XR event handling.
Since the area is runtime-only, it will not be saved in files and since
the area is offscreen, it will not interfere with regular window areas.
The area is removed with the rest of the XR runtime data on exit, file
read, or when stopping the VR session.
Note: This also adds internal types (EVT_DATA_XR, EVT_XR_ACTION) and
structs (wmXrActionData) for XR events.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12472
Would happen when there were multiple drag items in parallel. There was
a listbase constructed with twice the same item, even though that item
would be deleted after it was handled the first time.
Expose a key-map preference "Fallback Tool (RMB)",
disabled by default.
The right mouse button uses the fallback tool
(currently visible selection tool in the toolbar),
instead of always tweaking.
When any selection tool is active, right mouse always tweaks.
To enable fallback selection on RMB, set the "Right Mouse Select Action"
to "Selection Tool".
Internal changes:
- Add fall-back key-maps, separate key-maps needed for when the tool is
run as a fall-back. This is needed so RMB-select can support fall-back
tools, so left-mouse can be used when it's the active tool and RMB
can be used as a fall-back action when another tool is active.
- Add options field to tools so tools without gizmos can enable the
full-back tool keymap.
- Support multiple key-maps for keymap handlers.
- Fall-back keymaps now co-exist with the tool-keymaps.
So both keymaps may be active at once - using different mouse buttons.
When gizmos are in use, a highlighted gizmo prioritizes the
tool-keymap over the fall-back keymap.
Resolves T83690.
Reviewed By: JulienKaspar
Ref D12493
These were added in a1c8543f2a (2007)
but never used.
Nor did they have any meaning in practice.
Note that versioning keymap items isn't needed as these values were
never set. The code-paths that set these values also set KM_MOD_FIRST
causing `keymap_event_set` to only ever assign values of 0 or 1.
These flags complicate further exposing KM_ANY (-1)
which is also a valid value for modifiers.
Support waiting for input so operators that depend on the
cursor location are usable from menus / buttons.
Use an operator type flag which the user interface code checks for,
waiting for input when run from a menu item.
This patch only supports this feature, there are no functional changes.
The motivation for this change is discoverability since some actions
were either hidden or broken when accessed from menus
(where the behavior of the operator depended on the menu location).
In general, waiting for input is *not* an efficient way to access tools,
however there are over 50 operators with a "wait_for_input" property
so this isn't introducing a new kind of interaction,
rather exposing this in a way that does not need to be hard-coded into
each operator, or having modal callbacks added for the sole purpose
of waiting for input.
Besides requiring boiler plate code using a "wait_for_input" property
has the added down-side of preventing key shortcuts from showing.
Only the menu items will enable the property,
causing them not to match key-map items.
Reviewed By: Severin
Ref D12255
Originally the operator name was drawn next to the dragging content.
After that there was an option to add custom, static text with the
dragging content. This patch allows dynamic text to be drawn.
The custom text was implemented as out parameter of the poll function
what made the code unclear. This patch introduces a tooltip function
that separates tooltip generation from the poll function.
NOTE: the text should always be returned in its own memory block. This
block will be freed after it is copied in the drag struct.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12104
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.