Commit Graph

216 Commits

Author SHA1 Message Date
b0c32818ba UI: small layout fixes for RMB context menus. 2018-07-06 14:32:25 +02:00
4e2228525f Workspaces: add main and child windows.
* Main windows show a topbar and statusbar, and select a workspace and
  scene. They are created with Window > New Main Window.

* Child windows do not show a topbar or statusbar. These follow the
  workspace and scene of their parent main window. Created with Window >
  New Window or View > Duplicate Area into New Window.

* The purpose of this change is to support multi monitor setups where you
  just want to put more editors on the other monitors. Without multiple
  topbars and statusbars, working within a single workspace and scene.
  Creating multiple main windows is intended to be a concious choice to
  do different tasks in different workspaces and scenes.

* Note these changes do not currently affect how the operating system
  treats the windows.

* When changing the workspace, the layout in all child windows changes.
  This makes sense if we consider child windows to be just a way to
  extend the main window across more monitors. In some case it may be
  useful to keep the same layout though, we can add an option for this
  depending on user feedback.
2018-07-04 18:40:33 +02:00
79152371c3 UI: add tool properties contexts
Currently unused, create for add-ons to populate.
2018-07-03 18:45:45 +02:00
03ca4a57c7 Cleanup: move snap/pivot/orientation popovers to proper file. 2018-07-03 14:24:22 +02:00
Vuk Gardašević
12603826ea UI: Transform Orientations panel as popover
Functionality fits in the Transform Orientations, no need for a dedicated
panel in the viewport sidebar.

See D3511
2018-07-02 18:44:05 +02:00
b3098c30a6 UI: add workspace cycling menu items 2018-07-02 14:30:28 +02:00
06994e954b UI: add screen split to window context menu 2018-07-02 12:46:51 +02:00
192e5d65a7 Keymap: add generally useful popups to F-Keys 1..4
This allows key bindings: link/append and user-preferences
to be accessed via keys - without having to assign keys to each action.

- F1: Context sensitive help.
- F2: File Context Menu.
- F3: Search.
- F4: Window Context Menu.

Other keys F5..10, remain free,
ideally they can be kept for user actions.
2018-07-01 17:51:31 +02:00
ba1f292b32 UI: add operator search to edit-menu
While this is most useful to access from an active-region,
it's not discoverable without a menu entry.
2018-06-30 10:04:08 +02:00
4d39da1060 Merge branch 'master' into blender2.8 2018-06-28 23:57:00 +02:00
fad585d6f4 UI: user fewer icons in File and Render menus.
Having an icon for nearly every menu entry can make it harder to scan.
2018-06-27 16:08:52 +02:00
2d2db18f0b UI: move object-mode lock out of the 3D header
Avoid obscure options here.
Move to the edit menu, although this may be temporary.
2018-06-19 09:14:31 +02:00
94e0abda75 UI: move auto-merge option to mesh options panel
This can be used even w/o snap.
2018-06-12 21:16:50 +02:00
81f24dd781 UI: re-arrange object mode and 3D view buttons
After some consideration we're moving 3D view settings
that impact the 3D view back.

See T55386 for details.
2018-06-12 21:10:31 +02:00
6d152c5997 UI: remove redo popover from topbar
See: T55039
2018-06-12 10:52:27 +02:00
b23d5132a9 UI: Add redo last to edit-menu 2018-06-10 17:15:40 +02:00
2088bb0d49 UI: add particle brush to topbar 2018-06-06 14:06:45 +02:00
18a4553838 Edit menu: add Repeat Last and Repeat History 2018-06-02 23:13:03 +02:00
995fa1f4c0 UI: new tool properties space type
This currently shows panels that were in the 2.79 3D view toolbar
which are now popovers.

In some cases it's useful for these to stay open.
This commit adds a space type to do this.

Note this is currently empty in object mode.
2018-05-31 21:45:26 +02:00
51b2622814 UI: move copy/paste into the object menu
We already have per mode copy/paste in mode specific menus.
2018-05-25 08:20:19 +02:00
b04b933acf UI: use icons in render menu 2018-05-24 18:43:16 +02:00
12b261be41 UI: disable view context w/ OpenGL anim render
The 3D view menu can GL render from a single view
2018-05-24 18:16:06 +02:00
1cf17b257d UI: remove render panel, move operators to menu 2018-05-24 18:10:57 +02:00
132cda3925 Revert "UI: remove 'Render' top level menu"
This reverts commit 10e43c0aef.

After discussion, it's useful to have render menu
for more obscure render options.
2018-05-24 18:10:57 +02:00
72f4bdf604 UI: add top-level 'Edit' menu
Use this for undo/redo, copy/paste & preferences.
2018-05-24 16:48:28 +02:00
10e43c0aef UI: remove 'Render' top level menu
- Toggle render window is in the window menu.
- OpenGL render settings in the 3D View menu.
- Playback animation in the render panel.
2018-05-24 16:20:56 +02:00
Julian Eisel
6f20fcd598 UI: Global "Status-bar" Area (WIP)
* Add horizontal bar at bottom of all non-temp windows, similar to the Top-bar.
* Status-bar is hidden in UI-less fullscreen mode
* Current contents are preliminary and based on T54861:
** Left: Current file-path if needed. "(Modified)" note if file was changed.
** Center: Scene statistics (like in 2.7 Info Editor).
** Right: Progress-bars and reports
* Internally managed as own "STATUSBAR" editor-type (hidden in UI).
* Like with the Top-bar, Status-bar data and SDNA writing is disabled.
* Most changes in low-level screen/area code are to support layout bounds that differ from window bounds.

Design task: T54861
Main changes approved by @brecht.
2018-05-23 22:38:25 +02:00
f99197fb2d Transform: Support mixed snap in 3d View.
Allows more than one snap mode to be enabled. So different combinations are possible.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Subscribers: Christopher_Anderssarian, duarteframos

Tags: #bf_blender_2.8

Differential Revision: D3400
2018-05-22 08:58:56 -03:00
e65643b9a3 Cleanup: style
No need to use text keyword arg for labels
2018-05-19 16:25:40 +02:00
7cbf5db248 UI: don't disable snap popover in topbar
Snap settings still apply when transforming (holding Ctrl)

Also no need to prevent proportional edit menu from opening,
showing inactive is enough.
2018-05-19 16:23:54 +02:00
2e4c1346bd Popover for snapping settings
See T55038
2018-05-16 14:23:46 +02:00
9bcddeca7a Popover for Pivot Point in top bar
From T55038
2018-05-16 12:03:53 +02:00
Dalai Felinto
b1dae7bd6f Fix UI failing for vertex paint 2018-05-14 16:11:05 +02:00
e33016c77e UI Tweaks in 3D View
* Move Shading modes out of the popover
* Move Show Overlays out of the popover
* Test moving the Mode to the topbar again
* Move submode (select vertex, edge, face) to the topbar
* Remove icon from show_manipulator toggle
2018-05-14 14:00:37 +02:00
1422c0650c UI: move pivot to the topbar
Pivot variables are now stored in scene toolsettings.
2018-05-12 22:04:45 +02:00
e0a561be1f UI: move snap & pet options into the topbar
See: T55038
2018-05-12 19:13:38 +02:00
67dda3611f UI: use icons for orientation types
See: T55038
2018-05-12 19:02:38 +02:00
90b2e4ce28 UI: move orientation to the topbar
Move manipulator toggle to overlay popover.
2018-05-12 14:56:07 +02:00
b4010005de UI: move general mode options to right of topbar 2018-05-12 14:43:29 +02:00
c4440cf783 UI: add particle mode popovers 2018-05-07 15:01:51 +02:00
85dcdb87d2 UI: fix operator redo showing empty popovers
Many operators have no options,
showing a popover button with no content isn't good.
2018-05-02 11:03:03 +02:00
c052346fbf UI: move object selector into 3D view
This matches the new convention for left-handed mode selectors,
however we're still undecided on exactly how this should work.

For now test this out as a convention for all space types.
2018-05-01 22:33:10 +02:00
f38fbc9bed UI: add weight paint sample tools
Also use unified weight.
2018-05-01 12:20:53 +02:00
de1405949a UI: show topbar brush options w/ texture paint 2018-04-30 17:06:03 +02:00
3b9554ce9d UI: share common paint panels between all modes 2018-04-30 16:59:16 +02:00
7720525873 UI: add texture paint brushes to toolbar 2018-04-30 16:43:36 +02:00
9aef2d961d UI: add weight paint brushes to toolbar 2018-04-30 16:08:15 +02:00
cbe57acddf Workbench: Integration VertexPaint and WeightPaint modes
- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
 - When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
 - Removed the use_shading flag from VertexPaint and WeightPaint
 - add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)

Reviewers: fclem

Tags: #code_quest

Maniphest Tasks: T54894

Differential Revision: https://developer.blender.org/D3191
2018-04-30 15:54:38 +02:00
d9f395ac39 UI: add vertex paint tools
Generalize logic to show the paintbrush as a tool so
different paint modes can use it.
2018-04-30 15:23:04 +02:00
cb37080627 Topbar: Enable Vertex Paint tools
Discussed with Campbell just to use the .dummy for now.
2018-04-30 10:40:54 +02:00