- Use Tab key for search.
- Number keys switch modes.
- The number of the current mode can open a submode menu
(currently only works for edit-mode)
- Ctrl-Tab, Ctrl-Shift-Tab - cycle workspaces.
- This allows quick, consistent toolbar access
w/o conflicting w/ the keymap.
Where pressing space before a key activates that operator as a tool
instead of running immediately.
- Search can still be accessed by pressing spacebar again.
- When there is no toolbar for a space, operator search still opens.
This patch adds support for:
- Per space-type tools (3D view and edit).
- Per mode tools (object, edit, weight-paint .. etc).
The top-bar shows the last activated tools options, this is a design
issue with using a global topbar to show per-space settings.
See D3395
This avoids having to store the tool definition in the operator
properties (on redraw).
Now just set the name, note this means we can't show the keymap in the
tool-tip anymore. This will eventually be shown in the status bar.
Was using classes to define tools, however this makes it awkward to
dynamically generate them (we can do it, but its not very "Pythonic").
Move to a named tuple.
Having single & multi-column checks inline were becoming unmanageable.
Use a generator to define the layout,
allows for easily adding different layouts in the future.
The problem is that some local path is always returned by
bpy_resource_path. The function does not enforce a check for existence
of the path in the low level code.
Since client code may indeed not care about existence of the directory,
I leave bpy_resource_path alone and patch the python code to check for
existence. An extra argument that enforces the check might be a better
solution, but I will be leaving this to the UI team.
Originally it was nice to have a small list of definitions
with tools inline.
However we need to be able to define drawing functions for tools
which Python can't easily inline.
Use function for keymap definition,
support creating a function from a tuple as well
(handy for simple key-maps).
Active tool name needed to be unique from all other tools.
This caused problems since different modes have different tools with the
same name (Armature/Mesh click to extrude for eg).
Tool names now only need to be unique per mode.