UI: Asset Shelf (Experimental Feature) #104831
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@ -287,6 +287,7 @@ class TEXT_MT_templates_py(Menu):
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"text.open",
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props_default={"internal": True},
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filter_ext=lambda ext: (ext.lower() == ".py"),
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# Filter out asset shelf template depending on experimental "Asset Shelf" option.
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filter_path=lambda path, use_asset_shelf=use_asset_shelf:
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(use_asset_shelf or not path.endswith("ui_asset_shelf.py")),
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)
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@ -1165,8 +1165,7 @@ class PreferenceThemeSpacePanel:
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@classmethod
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def poll(cls, context):
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# Special exception for expeimental asset shelf: Hide theme settings if
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# experimental option is disabled.
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# Special exception: Hide asset shelf theme settings depending on experimental "Asset Shelf" option.
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if cls.datapath.endswith(".asset_shelf"):
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prefs = context.preferences
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return prefs.experimental.use_asset_shelf
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@ -187,7 +187,6 @@ void blo_do_versions_400(FileData *fd, Library * /*lib*/, Main *bmain)
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}
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}
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{
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/* TODO for old files saved with the branch only. */
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ARegion *new_asset_shelf = do_versions_add_region_if_not_found(
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regionbase,
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RGN_TYPE_ASSET_SHELF,
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@ -1,4 +1,4 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later */
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/* SPDX-License-Identifier: GPL-2.0-or-later */
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JulianEisel marked this conversation as resolved
Outdated
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/** \file
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* \ingroup edasset
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@ -272,7 +272,7 @@ void *AssetDragController::create_drag_data() const
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const eAssetImportMethod import_method = ED_asset_handle_get_import_method(&asset_).value_or(
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ASSET_IMPORT_APPEND_REUSE);
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AssetView &asset_view = get_view<AssetView>();
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const AssetView &asset_view = get_view<AssetView>();
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return static_cast<void *>(WM_drag_create_asset_data(
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&asset_, BLI_strdup(asset_blend_path), import_method, &asset_view.evil_C_));
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}
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@ -701,6 +701,8 @@ ARegion *ED_area_find_region_xy_visual(const ScrArea *area, int regiontype, cons
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struct ARegionType *ED_area_type_hud(int space_type);
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void ED_area_type_hud_clear(struct wmWindowManager *wm, ScrArea *area_keep);
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void ED_area_type_hud_ensure(struct bContext *C, struct ScrArea *area);
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/** Lookup the region the operation was executed in, and which should be used to redo the
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* operation. */
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ARegion *ED_area_type_hud_redo_region_find(const struct ScrArea *area,
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const struct ARegion *hud_region);
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@ -169,7 +169,6 @@ enum {
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UI_BLOCK_SEARCH_ONLY = 1 << 25,
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/** Hack for quick setup (splash screen) to draw text centered. */
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UI_BLOCK_QUICK_SETUP = 1 << 26,
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UI_BLOCK_POPUP_CAN_REFRESH = 1 << 27,
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};
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/** #uiPopupBlockHandle.menuretval */
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@ -2180,7 +2179,6 @@ int uiLayoutGetAlignment(uiLayout *layout);
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bool uiLayoutGetFixedSize(uiLayout *layout);
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bool uiLayoutGetKeepAspect(uiLayout *layout);
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int uiLayoutGetWidth(uiLayout *layout);
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int uiLayoutGetRootHeight(uiLayout *layout);
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float uiLayoutGetScaleX(uiLayout *layout);
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float uiLayoutGetScaleY(uiLayout *layout);
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float uiLayoutGetUnitsX(uiLayout *layout);
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@ -2618,9 +2616,6 @@ void uiTemplateAssetView(struct uiLayout *layout,
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struct PointerRNA *r_activate_op_properties,
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const char *drag_opname,
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struct PointerRNA *r_drag_op_properties);
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void uiTemplateAssetShelf(uiLayout *layout,
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const struct bContext *C,
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const struct AssetFilterSettings *filter_settings);
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void uiTemplateLightLinkingCollection(struct uiLayout *layout,
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struct PointerRNA *ptr,
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@ -832,6 +832,7 @@ static void ui_apply_but_func(bContext *C, uiBut *but)
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else {
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after->func = but->func;
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}
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after->func_arg1 = but->func_arg1;
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after->func_arg2 = but->func_arg2;
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@ -4102,7 +4102,7 @@ static void ui_litem_layout_box(uiLayout *litem)
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const uiStyle *style = litem->root->style;
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int boxspace = style->boxspace;
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if (litem->root->type == UI_LAYOUT_HEADER && false) {
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if (litem->root->type == UI_LAYOUT_HEADER) {
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boxspace = 0;
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}
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@ -5131,11 +5131,6 @@ int uiLayoutGetWidth(uiLayout *layout)
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return layout->w;
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}
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int uiLayoutGetRootHeight(uiLayout *layout)
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{
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return layout->root->layout->h;
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}
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float uiLayoutGetScaleX(uiLayout *layout)
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{
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return layout->scale[0];
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@ -612,11 +612,6 @@ uiBlock *ui_popup_block_refresh(bContext *C,
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block->flag |= UI_BLOCK_LOOP;
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UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_POPUP);
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/* TODO does this flag need to be checked in more cases? */
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if (block->flag & UI_BLOCK_POPUP_CAN_REFRESH) {
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handle->can_refresh = true;
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}
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/* defer this until blocks are translated (below) */
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block->oldblock = nullptr;
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@ -3467,6 +3467,7 @@ void ED_region_header_init(ARegion *region)
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{
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UI_view2d_region_reinit(®ion->v2d, V2D_COMMONVIEW_HEADER, region->winx, region->winy);
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}
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int ED_area_headersize(void)
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{
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/* Accommodate widget and padding. */
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@ -872,7 +872,6 @@ static bool is_filtered_lib_type(FileListInternEntry *file,
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if (file->typeflag & FILE_TYPE_BLENDERLIB) {
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return is_filtered_id_file_type(file, file->blentype, file->name, filter);
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}
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return is_filtered_file_type(file, filter);
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}
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@ -22,7 +22,7 @@
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#define _DNA_DEFAULT_AssetLibraryReference \
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{ \
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.type = ASSET_LIBRARY_ALL, \
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.type = ASSET_LIBRARY_LOCAL, \
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/* Not needed really (should be ignored for anything but #ASSET_LIBRARY_CUSTOM), but helps debugging. */ \
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.custom_library_index = -1, \
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}
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@ -579,6 +579,11 @@ wmDragAsset *WM_drag_create_asset_data(const AssetHandle *asset,
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asset_drag->id_type = ED_asset_handle_get_id_type(asset);
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asset_drag->import_method = import_type;
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asset_drag->use_relative_path = ED_asset_handle_get_use_relative_path(asset);
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/* FIXME: This is temporary evil solution to get scene/view-layer/etc in the copy callback of the
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* #wmDropBox.
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* TODO: Handle link/append in operator called at the end of the drop process, and NOT in its
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* copy callback.
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* */
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asset_drag->evil_C = static_cast<bContext *>(evil_C);
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return asset_drag;
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