Tooltips for buttons in the Outliner could overlap the Outliner's RMB
menu in some cases (and there's no way to get rid of the tooltip again).
This disables the button's tooltip before creating the menu (as we do it
for the normal RMB menu)
In addition to the unlink icon to clear a value,
When cleared, show an eyedropper to select objects or object-data
(was already available via the EKey).
Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.
I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867
Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.
More info is accessible through the design task and the diff.
A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible
A big "Thank You" for you all!
We now have a specific flag for that, use it! Note that for all 'search menu' buttons,
there is already a similar behavior, so there is no need to force apply butt in this case
anyway, which means in practice this change only has effect in the single place
it is needed currently - file browser dir/file fields.
In this case (dir field), applying button even on partial matches leads code
to ask to create a new dir, which breaks completely the expected behavior of
completion. And we do not need immediate apply at all here.
Note this is the only 'autocomplete' button not using search menu, so this change
does not affect anything else in UI.
For me, weird characters are drawn if IME is enabled but translation
is not set to a supported language.
Could become an utility function if needed later.
Internal change only,
use UI_BTYPE_SEARCH_MENU with an unlink flag instead.
They are really the same button type, one just happens to have the option to unlink.
Campbell once told me such checks can cause warnings on some compilers, so
let's try to avoid them.
From the theoretical view, this check works quite different than the old
one, but in this case everything should work just like previousely.
Currently this is mainly useful for picking camera DOF depth.
- EKey over a distance field prompts you to pick a depth from the camera.
- WKey (Specials menu) to pick from the 3D view (when the active camera's selected).
Currently, code just checks whether a text-edited button uses a given icon (VIEWZOOM) to decide to apply changes on each typed char.
This patch adds a propper button flag (UI_BUT_TEXTEDIT_UPDATE) and a dedicated RNA flag (PROP_TEXTEDIT_UPDATE) for that.
It's also now usable not only for text buttons, but also for example for num buttons when in 'text edit' mode, etc.
It also fixes an actual bug, which is for text properties, in 'immediate' mode, hitting escape would not restore org value, because `ui_apply_but_TEX()` would set its orgstr to NULL on first call (giving it to `but->rename_orig` instead of copying it).
Note no change in behavior is expected from user POV.
Update for addons using that 'VIEWZOOM' icon 'feature' will follow (if any).
Reviewers: campbellbarton
Reviewed By: campbellbarton
Projects: #user_interface, #bf_blender:_next
Differential Revision: https://developer.blender.org/D938
Original patch by @random (D765) with some minor work done by @campbell
and me.
At this place, I'd like call out a number of people who were involved and
deserve a big "Thank you!":
* At the first place @randon who developed and submitted the patch
* The Blendercn community which helped a lot with testing - espacially
* @yuzukyo, @leon_cheung and @kjym3
* @campbellbarton, @mont29 and @sergey for their help and advises during
* review
* @ton who realized the importance of this early on and asked me for
* reviewing
We are still not finished, as this is only the first part of the
implementaion, but there's more to come!
Recent flag re-order broke it since bits overlap, but logic here was far too complicated & fragile,
Checked the type of each button when testing which direction to handle events as well as block direction.
Now store the block-flipped state as a flag.
Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
Decouple color picker hsv data from the whole block. Basically, each
color picker now takes care of creating its own color picker role. For
this bug report it can be seen that probably HSV is not the best space
for gamma/lift/gain workflow because it is bounded at 1.0 but this is a
separate issue.
* Only use last key for pies if it hasn't been released already
* Confirm threshold is now measured as distance after regular threshold.
zero disables.
* Only display the confirm threshold if there's a valid direction (mouse
is after threshold).
* Calculate confirm threshold taking recentering into account
This commit adds a confirm threshold property to pie menus.
Basically, this will confirm the pie menu automatically when
the distance from the center of the pie exceeds that threshold without
a need to release the pie button.
The confirm threshold will only work if it is larger than the pie
threshold.
The confirmation actually occur when the mouse stops moving, to
allow multiple pie menus to be better linked together, (see below)
This functionality also facilitates the ability for chained pie menus by
dragging. Basically, a pie menu item can be a call_menu_pie operator and
the new pie menu will still use the original pie menu release event for
confirmation. This should allow for quick, gesture based navigation in
pie menu hierarchies (going back in the hierarchy is still not supported
though)
There will be a demonstration pie in the official add-on soon
In drag style pie menus clicking is ignored now. This is done because
if we want to ensure that pie menus will not respawn, we had to not
destroy and keep the pie menu invisble while the button is pressed.
This opened a can of worms where pie items that would spawn popups could
steal the focus from the invisible pies and then the former pies would
be stuck in an invisible state, stealing all input unless user did a
right click to cancel the pie.
Invisible state is still kept for cancelling and strictly for that only.
This still allows nested layouts but only in click style, while hold
style is used for faster interaction. As a plus, it should also be
possible to tweak slider properties now, though menu will close after
that.
Basically, this commit changes pie menu click interaction so that
confirmation is done on left click release instead of press. This allows
dragging on the pie menu to select different items, but most
importantly, there should be no left over click events passed on to
subsequent menus/pies. This means that pie menus should now be able to
spawn popups safely. Also, left clicking to spawn a second pie menu now
sets that menu to click style by default allowing for better interaction
between hierarhies of pie menus.
Issue, after a lot of blood sweat and tears, was found in
ui_but_update_from_old_block, where we restore a button to its old
values when possible. The problem here is that a1 and a2 are not really
meant to store temporary variables, because they tend to get overriden
and palette selection is one of those temporary states.
Instead, we now store the position of each button in the palette in a2
and pointer to the palette in the customdata pointer of each button and
use that to test if it's active. The positions won't change when
clicking so we are guaranteed that the old button won't override the new
one with garbage.
It's still hacky but it is better than testing button types when copying
old values.