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blender-archive/source/blender/editors/include/ED_uvedit.h

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/*
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* $Id$
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
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*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
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*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file ED_uvedit.h
* \ingroup editors
*/
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
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#ifndef ED_UVEDIT_H
#define ED_UVEDIT_H
struct ARegionType;
struct EditFace;
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
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struct Image;
struct MTFace;
struct Object;
struct Scene;
struct bContext;
struct wmKeyConfig;
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
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/* uvedit_ops.c */
void ED_operatortypes_uvedit(void);
void ED_keymap_uvedit(struct wmKeyConfig *keyconf);
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
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void ED_uvedit_assign_image(struct Scene *scene, struct Object *obedit, struct Image *ima, struct Image *previma);
int ED_uvedit_minmax(struct Scene *scene, struct Image *ima, struct Object *obedit, float *min, float *max);
int ED_uvedit_test_silent(struct Object *obedit);
int ED_uvedit_test(struct Object *obedit);
/* visibility and selection */
int uvedit_edge_selected(struct Scene *scene, struct EditFace *efa, struct MTFace *tf, int i);
int uvedit_face_selected(struct Scene *scene, struct EditFace *efa, struct MTFace *tf);
int uvedit_face_visible_nolocal(struct Scene *scene, struct EditFace *efa);
int uvedit_face_visible(struct Scene *scene, struct Image *ima, struct EditFace *efa, struct MTFace *tf);
int uvedit_uv_selected(struct Scene *scene, struct EditFace *efa, struct MTFace *tf, int i);
void uvedit_edge_deselect(struct Scene *scene, struct EditFace *efa, struct MTFace *tf, int i);
void uvedit_edge_select(struct Scene *scene, struct EditFace *efa, struct MTFace *tf, int i);
void uvedit_face_deselect(struct Scene *scene, struct EditFace *efa, struct MTFace *tf);
void uvedit_face_select(struct Scene *scene, struct EditFace *efa, struct MTFace *tf);
void uvedit_uv_deselect(struct Scene *scene, struct EditFace *efa, struct MTFace *tf, int i);
void uvedit_uv_select(struct Scene *scene, struct EditFace *efa, struct MTFace *tf, int i);
int ED_uvedit_nearest_uv(struct Scene *scene, struct Object *obedit, struct Image *ima, float co[2], float uv[2]);
/* uvedit_unwrap_ops.c */
void ED_uvedit_live_unwrap_begin(struct Scene *scene, struct Object *obedit);
void ED_uvedit_live_unwrap_re_solve(void);
void ED_uvedit_live_unwrap_end(short cancel);
/* single call up unwrap using scene settings, used for edge tag unwrapping */
void ED_unwrap_lscm(struct Scene *scene, struct Object *obedit, const short sel);
/* uvedit_draw.c */
void draw_uvedit_main(struct SpaceImage *sima, struct ARegion *ar, struct Scene *scene, struct Object *obedit);
/* uvedit_buttons.c */
void ED_uvedit_buttons_register(struct ARegionType *art);
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
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#endif /* ED_UVEDIT_H */