Moves the preset into a menu for the panel header, so it can be changed
without opening the panel and takes up less space. Two remaining issues:
* For long lists the add new preset button can be scrolled off screen.
* We should support showing the name of the chosen preset in the panel
header, but the current preset system does not support detecting which
preset is used.
Differential Revision: https://developer.blender.org/D3366
This is the first step to moving redo out of the top-bar, see: T55039
- Support for floating panels in the ScrArea has been added.
- A new region type RGN_TYPE_HUD is used for floating settings input.
- Only one HUD should be visible at a time.
- Currently HUD regions are only visible
for 3D view and image space types.
- There are currently some remaining glitches with hide/show
that need further investigation.
This support layout.separator_spacer() to be used by headers as a way to
dynamically separate the ui buttons.
Right now no UI file is changed, though we can use this right away in the
timeline, and shortly after in the viewport header (moving settings from
the topbar to it).
Original design by William Reynish.
Review: Campbell Barton
D3468
In the Python API, any panel becomes a subpanel by setting bl_parent_id
to the name of the parent panel. These subpanels can contain advanced or
less commonly used settings.
Since the viewport header now supports transparency, text on pulldowns
can be hard to read if their color matches the viewport content.
Background is drawn using the 'inner' theme color, that was unused until now.
Note there is some talk about changing the position of this (which would be strange in the image editor by the way,
since there we use the bottom for the result of the current pixel when dragging the mouse).
However first I wanted to fix this regardless.
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.
* 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.
Without this we need to have the context to get the
(space_type, mode) args for an active tool lookup.
For event handling & poll its more convenient to have direct access.
The outliner can redraw quicker without rebuilding the tree, for example when
just moving the mouse and highlighting different items. The way this worked is
that the outliner would be tagged to avoid rebuilding, however if another
operation that does require rebuilding happens in the meantime we could go out
of sync and crash.
Steps to recreate were:
* Go into fullscreen mode (Alt+F10)
* Open debug menu (Ctrl+Alt+D)
* Set value to 1
* Confirming should crash (at least in debug builds)
Was hidden behind debug values 1, 2 and 3.
Also cleaned up logic in region_azone_edge_initialize. It was using a variable
called is_hidden that actually should've been called is_visible.
Scroll-bars are now hidden unless the cursor approaches them, in which case they
smoothly grow and become more & more visible. Note that since 0d309144020168e55,
scroll-bars are drawn on top of editor contents. There's no more jumping of
buttons when scroll-bars appear.
Technical notes:
* AZones are used to adjust scrollbars based on mouse movements
We may want to support screen level AZones if we want scrollbars to also
smoothly appear when approaching them from a different area.
I also plan to make further changes to AZones to clean up stuff a bit.
* Had to move AZone handling to a post ARegion init stage, since we need the
updated View2D data from there.
* View2D masks and scroller rectangles are now updated on every redraw. It's
cheap to do that though.
Scroll-bars used to draw in a little extra space in the editor, causing
buttons to jump a bit when they appeared/disappeared. Now they draw on
top of the buttons, just small enough to avoid bigger overlaps. Followup commits
will do further adjustments.
With this we can get rid of a hack that was calling the (often Python
defined) panel definition - the panel 'draw' callback - twice.