July 15, 2021, 14:12 (GMT) |
Assets: AssetHandle type as temporary design to reference assets With temporary I mean that this is not intended to be part of the eventual asset system design. For that we are planning to have an `AssetRepresentation` instead, see T87235. Once the `AssetList` is implemented (see T88184), that would be the owner of the asset representations. However for the upcoming asset system, asset browser, asset view and pose library commits we need some kind of asset handle to pass around. That is what this commit introduces. Idea is a handle to wrap the `FileDirEntry` representing the asset, and an API to access its data (currently very small, will be extended in further commits). So the fact that an asset is currently a file internally is abstracted away. However: We have to expose it as file in the Python API, because we can't return the asset-handle directly there, for reasons explained in the code. So the active asset file is exposed as `bpy.context.asset_file_handle`. |
July 15, 2021, 14:12 (GMT) |
Assets: Show asset path in asset browser sidebar It's useful to know where an asset is stored in, before this there was no way to tell this. This could probably be displayed nicer in the UI but we're currently unsure how. But at least the information is there now. |
July 15, 2021, 14:12 (GMT) |
Assets: Initial Asset List as part of the Asset System design Implements a basic, WIP version of the asset list. This is needed to give the asset view UI template asset reading and displaying functionality. See: * Asset System: Data Storage, Reading & UI Access - https://developer.blender.org/T88184 Especially the asset list internals should change. It uses the File/Asset Browser's `FileList` API, which isn't really meant for access from outside the File Browser. But as explained in T88184, it does a lot of the stuff we currently need, so we (Sybren St�vel and I) decided to go this route for now. Work on a file-list rewrite which integrates well with the asset system started in the `asset-system-filelist` branch. Further includes: * Operator to reload the asset list. * New `bpy.types.AssetHandle.get_full_library_path()` function, which gets the full path of the asset via the asset-list. * Changes to preview loading to prevent the preview loading job to run eternally for asset views. File Browsers have this issue too, but should be fixed separately. |
July 15, 2021, 14:12 (GMT) |
File/Asset Browser: Extend file-entry and asset handle Python API Adds the following to `bpy.types.FileSelectEntry`: * `id_type`: The data-block type the file represenets, if any. * `local_id`: The local data-block it represents, if any (assets only). And the following to `bpy.types.AssetHandle`: * `local_id`: The local data-block the asset represents, if any. This kind of information and the references are important for asset related operators and UIs. They will be used by upcoming Pose Library features. |
July 15, 2021, 14:12 (GMT) |
Assets: Abstraction for temporary loading of asset data-blocks This is an editor-level abstraction for the `BLO_library_temp_xxx()` API for temporary loading of data-blocks from another Blend file. It abstracts away the asset specific code, like asset file-path handling and local asset data-block handling. Main use-case for this is applying assets as presets that are based on data-blocks, like poses. Such preset assets are an important part of the asset system design, so such an abstraction will likely find more usage in the future. |
Revision b40e05f by Sybren A. Stüvel July 15, 2021, 14:12 (GMT) |
Assets: Open Blend File operator Add operator 'Open Blend File' to the Asset Browser. This operator: - starts a new Blender process, - opens the blend file containing the asset, - monitors the new Blender process, and when it stops, - reloads the assets to show any changes made. |
Revision 9473c61 by Sybren A. Stüvel July 15, 2021, 14:12 (GMT) |
Animation: apply pose to all or selected bones of armature New function `BKE_pose_apply_action_all_bones()`, which will be necessary for the upcoming pose library v2.0. This renames the function `BKE_pose_apply_action` to `BKE_pose_apply_action_selected_bones`, to reflect that it only works on selected bones, to contrast it to the new function. |
Revision 28dc07a by Sybren A. Stüvel July 15, 2021, 14:12 (GMT) |
Animation: add function to blend Action into pose Add function `BKE_pose_apply_action_blend()`, which blends a given Action into current pose. The Action is evaluated at a specified frame, and the result is applied to the armature's pose. A blend factor can be given to blend between the current pose and the one in the Action. Quaternions are interpolated with SLERP; it is assumed that their FCurves are consecutively stored in the Action. This function will be used in the upcoming new Pose Library. |
Revision f3610a2 by Sybren A. Stüvel July 15, 2021, 14:12 (GMT) |
Animation: new pose library based on Asset Browser Introduce new pose library, based on the Asset Browser. Contrary to the old pose library (in `editors/armature/pose_lib.c`), which stored an entire library of poses in an `Action`, in the new library each pose is its own `Action` datablock. This is done for compatibility with the asset browser, and also to make it easier to attach preview images, share datablocks, etc. Furthermore, it opens the door to having animation snippets in the pose library as well. This commit contains the C code for the pose library; in order to fully use it, an addon is required as well (which will be committed shortly). |
Revision 6e01b52 by Sybren A. Stüvel July 15, 2021, 14:12 (GMT) |
Assets: temporarily apply pose when generating preview image When generating a preview image for a pose, temporarily apply it to the armature. Contrary to the usual pose application, this ignores the selected bones and always applies the entire pose. |
July 15, 2021, 14:12 (GMT) |
UI: UI list refactor & preparations for asset view template This is more of a first-pass refactor for the UI list template. More improvements could be done, but that's better done separately. Main purpose of this is to make the UI list code more manageable and ready for the asset view template. No functional changes for users. * Split the huge template function into more manageable functions, with clear names and a few structs with high coherency. * Move runtime data management to the template code, with a free callback called from BKE. This is UI data and should be managed at that level. * Replace boolean arguments with bit-flags (easily extendable and more readable from the caller). * Allow passing custom-data to the UI list for callbacks to access. * Make list grip button for resizing optional. * Put logic for generating the internal UI list identifier (stored in .blends) into function. This is a quite important bit and a later commit adds a related function. Good to have a clear API for this. * Improve naming, comments, etc. As part of further cleanups I'd like to move this to an own file. |
July 15, 2021, 14:12 (GMT) |
UI: New UI list layout type for big preview tiles This new layout type is meant for the upcoming asset view UI template. With it it is possible to show big asset previews with their names in a responsive grid layout. Notes: * The layout is only available for C defined UI lists. We could expose it to Python, but I think there are still some scrolling issues to be fixed first. (The asset view template doesn't use scrolling for the UI list.) * I'd consider this a more usable version of the existing `GRID` layout type. We may remove that in favor of the new one in future. |
July 15, 2021, 14:12 (GMT) |
UI: Internal support for custom UI list item drag & activate operators For pose libraries, we need to be able to apply a pose whenever activating (clicking) an item in the Pose Library asset view and blend it by dragging (press & move). And since we want to allow Python scripts to define what happens at least when activating an asset (so they can define for example a custom "Apply" operator for preset assets), it makes sense to just let them pass an operator name to the asset view template. The template will be introduced in a following commit. |
July 15, 2021, 14:12 (GMT) |
UI: Support left-right arrow key walk navigation in UI lists Add improved arrow key walk navigation in grid layout UI List templates. Pressing up or down walks the active item to the adjacent row in that direction, while left and right walk through the items along the columns wrapping at the rows. Note from Julian: In combination with the following commit, this has the important limitation that the list's custom activate operator won't be called when "walking over" an item that is scrolled out of the list. That is because we don't actually create any buttons for those that could be used for the handling logic. For our purposes of the pose libraries that should be fine since the asset view list is always made big enough to display all items. Solving this might be difficult, we don't properly support nesting boxes with proper scrolling in regular layouts. It's all just hacked a bit for UI-lists to work. Overlaps quite a bit with T86149. Differential Revision: https://developer.blender.org/D11063 |
July 15, 2021, 14:12 (GMT) |
UI: Support UI list tooltips, defined via Python scripts Makes it possible to create tooltips for UI list rows, which can be filled in .py scripts, similar to how they can extend other menus. This is used by the (to be committed) Pose Library add-on to display pose operations (selecting bones of a pose, blending a pose, etc). It's important that the Python scripts check if the UI list is the correct one by checking the list ID. For this to work, a new `bpy.context.ui_list` can be checked. For example, the Pose Library add-on does the following check: ``` def is_pose_asset_view() -> bool: # Important: Must check context first, or the menu is added for every kind of list. list = getattr(context, "ui_list", None) if not list or list.bl_idname != "UI_UL_asset_view" or list.list_id != "pose_assets": return False if not context.asset_handle: return False return True ``` |
July 15, 2021, 14:12 (GMT) |
UI: Support pressing Ctrl+F over UI lists to search Adds an operator invoked by default with Ctrl+F that while hovering a UI list, opens the search field of the list and enables text input for it. With this commit the search button may actually be out of view after Ctrl+F still. The following commit adds auto-scroll to solve that. A downside is that in the Properties, there also is Ctrl+F to start the editor-wide search. That's not unusual in Blender though (e.g. scolling with the mouse over a UI list also scrolls the list, not the region). |
July 15, 2021, 14:12 (GMT) |
UI: Auto-scroll to keep active text buttons in view If a text button is activated that is not in view (i.e. scrolled away), the scrolling will now be adjusted to have it in view (with some small additional margin). While entering text, the view may also be updated should the button move out of view, for whatever reason. For the most part, this feature shouldn't be needed and won't kick in, except when a clicked on text button is partially out of view or very close to the region edge. It's however quite important for the previously committed feature, that is, pressing Ctrl+F to start searching in a UI list. The end of the list where the scroll button appears may not be in view. Plus while filtering the number of visible items changes so the scrolling has to be updated to keep the search button visible. Note that I disabled the auto-scrolling for when the text button spawned an additional popup, like for search-box buttons. That is because current code assumes the button to have a fixed position while the popup is open. There is no code to update the popup position together with the button/scrolling. I also think that the logic added here could be used in more places, e.g. for the "ensure file in view" logic the File Browser does. |
July 15, 2021, 14:12 (GMT) |
UI: New button/widget type for Asset Browser like preview tiles This button type shows a preview image above centered text, similar to the File Browser files in Thumbnail Display Mode or the default Asset Browser display. In fact we may want to port these over to use the new button type at some point. Will be used by the asset view UI template that will be added in a following commit. That is basically a mini version of the Asset Browser that can be displayed elsewhere in the UI. |
July 15, 2021, 14:12 (GMT) |
UI: Support defining UI lists in C So far all UI lists had to be defined in Python, this makes it possible to define them in C as well. Note that there is a whole bunch of special handling for the Python API that isn't there for C. I think most importantly custom properties support, which currently can't be added for C defined UI lists. The upcoming asset view UI template will use this, which needs to be defined in C. Adds a new file `interface_template_list.cc`, which at this point is mostly a dummy to have a place for the `ED_uilisttypes_ui()` definition. I plan a separate cleanup to move the UI-list template to that file. |
July 15, 2021, 14:12 (GMT) |
Cleanup: Use const for UI icon getter function |
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