drawing of (addon defined) gizmos, while a modal operator runs #93606
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Reference: blender/blender#93606
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System Information
Operating system: Linux-4.15.0-159-generic-x86_64-with-glibc2.27 64 Bits
Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03
Blender Version
Broken: version: 3.0.0 Release Candidate, branch: master, commit date: 2021-11-25 17:24, hash:
2fb8c6805a
Worked: 2,93
Short description of error
In 2.93 Blender would stop drawing addon defined gizmos, while a modal operator is running.
in 3.0 however, gizmos will keep being drawn. The only exception are native gizmo's such as from the transform tool. Addon defined gizmos are treated like the navigation gizmos, and I assume it's related to
917a972b56
See this video demo using a template script (blend file below).
If this is intentional behavior, then I'd like to know if there is a way to treat addon-defined gizmos like the native tool gizmos.
I find the gizmo hiding particularly useful for more complex groups , such as this one. For - I assume - the same reason native gizmo groups are hidden, I'd like to hide mine as well, while modal operators are running.
gizmo_drawing_while_modal_operator_runs.blend
Exact steps for others to reproduce the error
Added subscriber: @MACHIN3
Added subscriber: @ideasman42
Ì'd appreciate it if you could take a look at this @campbellbarton. Thank you!
Added subscriber: @aschellekens09
System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47
Blender Version
Broken: version: 3.0.0 Beta, branch: master, commit date: 2021-11-18 12:24, hash:
bd2e3bb7bd
Worked: (newest version of Blender that worked as expected)
Short description of error
[Please fill out a short description of the error here]
Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]
I can reproduce only when I use hotkeys. Dragging the gizmo seems to work properly.
EDIT:
Also reproduced on the latest stable 3.0, identical results
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Archived'
Thanks for the report, but some of the gizmos that are hidden during a modal operation have a pool that checks the value of
G.moving
.Unfortunately this value is not exposed in python so I'm not sure there's a convenient way to simulate the same behavior of these tools in python.
(Note: not all "native tool gizmos" have this behavior).
The fact that
G.moving
is not exposed in python is not a bug.So closing as this bug tracker is only for bugs and errors.
For user requests and feedback, you can try other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
@mano-wii There are other - probably related behaviour - changes too. For instance I can't even manually adjust gizmo.use_modal_draw in a modal op, which worked perfectly before, but doesn't anymore. I assumed it is related to this issue here.
Was this pool newly introduced for 3.0?
it's not new.
https://docs.blender.org/api/current/bpy.types.GizmoGroup.html#bpy.types.GizmoGroup.poll
When you said pool instead of poll, it sounded like the introduction of it is the cause for this.
If the poll checking for
G.moving
is not new, than why did the behavior change in 3.0?As this is such a significant change in gizmo behavior, arguably for the worse, and one where the 2.93 behavior can no longer be recreated with script defined gizmos in 3.0, while native gizmo behave like before, can @ideasman42 perhaps comment on this?
I feel like this was closed unreasonably, and it could be argued it is a bug (maybe not in code, but definitely in design), as 3.0 behavior is worse now without a way to fix it.
Changed status from 'Archived' to: 'Needs Triage'
I understand this sounds like a bug, but gizmos made in C are no different from those made in python (except for the advantage of having access to more options).
Note that only some gizmos in the 3D view check
G.moving
. The gizmo for the measure tool does not check this for example.Since to solve this we might need to expose the
G.moving
in python or create a new flag, or something else whose design needs to be discussed, this becomes more of a feature improvement than a bug fix. And the bug tracker site does not seem the most appropriate channel for this.Other channels are suitable for requests: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
You can contact the developer directly on https://blender.chat/channel/blender-coders for example.
The
G.moving
check isn't new, it just wasn't evident before as all the gizmos (including the navigation ones) were hidden.7eaed14fae
I'm reopening the report for someone else to triage (Although not a good practice as the list of reports is currently high).
Thank you, I appreciate that.
Changed status from 'Needs Triage' to: 'Resolved'
Closing, as I've realized I can just do the G.moving check (or something similar) myself.
In fact you can check if any of the group's gizmos
is_modal
prop is True to determine how to draw (or hide gizmos) indraw_prepare()
while the operator runs.Of note is maybe that 3.0 seems to run
refresh()
even while a modal operator is running, which 2.93 didn't do. So if you are recreating your gizmos in that function, perhaps to adapt to various scene changes, you need to skip that refresh whileis_modal
is True for any of the gizmos. Easy enough. Everything working exactly as I want it now.Thanks again @mano-wii!