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blender-archive/source/blender/editors/space_view3d/view3d_select.c

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/*
2010-03-21 01:14:04 +00:00
* $Id$
*
* ***** 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/space_view3d/view3d_select.c
* \ingroup spview3d
*/
#include <string.h>
#include <stdio.h>
#include <math.h>
#include <float.h>
#include <assert.h>
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_curve_types.h"
#include "DNA_meta_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_rand.h"
#include "BLI_linklist.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_paint.h"
#include "BKE_armature.h"
#include "BIF_gl.h"
2011-01-05 15:37:36 +00:00
#include "BIF_glutil.h"
#include "WM_api.h"
#include "WM_types.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "ED_armature.h"
#include "ED_curve.h"
#include "ED_particle.h"
#include "ED_mesh.h"
#include "ED_object.h"
#include "ED_screen.h"
#include "ED_mball.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "view3d_intern.h" // own include
// TODO: should return whether there is valid context to continue
void view3d_set_viewcontext(bContext *C, ViewContext *vc)
{
memset(vc, 0, sizeof(ViewContext));
vc->ar= CTX_wm_region(C);
vc->scene= CTX_data_scene(C);
vc->v3d= CTX_wm_view3d(C);
vc->rv3d= CTX_wm_region_view3d(C);
vc->obact= CTX_data_active_object(C);
vc->obedit= CTX_data_edit_object(C);
}
int view3d_get_view_aligned_coordinate(ViewContext *vc, float fp[3], const int mval[2], const short do_fallback)
{
float dvec[3];
int mval_cpy[2];
mval_cpy[0]= mval[0];
mval_cpy[1]= mval[1];
project_int_noclip(vc->ar, fp, mval_cpy);
initgrabz(vc->rv3d, fp[0], fp[1], fp[2]);
if(mval_cpy[0]!=IS_CLIPPED) {
float mval_f[2];
VECSUB2D(mval_f, mval_cpy, mval);
ED_view3d_win_to_delta(vc->ar, mval_f, dvec);
sub_v3_v3(fp, dvec);
return TRUE;
}
else {
/* fallback to the view center */
if(do_fallback) {
negate_v3_v3(fp, vc->rv3d->ofs);
return view3d_get_view_aligned_coordinate(vc, fp, mval, FALSE);
}
else {
return FALSE;
}
}
}
/*
* ob == NULL if you want global matrices
* */
void view3d_get_transformation(ARegion *ar, RegionView3D *rv3d, Object *ob, bglMats *mats)
{
float cpy[4][4];
int i, j;
if (ob) {
mul_m4_m4m4(cpy, ob->obmat, rv3d->viewmat);
} else {
copy_m4_m4(cpy, rv3d->viewmat);
}
for(i = 0; i < 4; ++i) {
for(j = 0; j < 4; ++j) {
mats->projection[i*4+j] = rv3d->winmat[i][j];
mats->modelview[i*4+j] = cpy[i][j];
}
}
mats->viewport[0] = ar->winrct.xmin;
mats->viewport[1] = ar->winrct.ymin;
mats->viewport[2] = ar->winx;
mats->viewport[3] = ar->winy;
}
/* ********************** view3d_select: selection manipulations ********************* */
/* local prototypes */
static void EM_backbuf_checkAndSelectVerts(EditMesh *em, int select)
{
EditVert *eve;
int index= em_wireoffs;
for(eve= em->verts.first; eve; eve= eve->next, index++) {
if(eve->h==0) {
if(EM_check_backbuf(index)) {
eve->f = select?(eve->f|1):(eve->f&~1);
}
}
}
}
static void EM_backbuf_checkAndSelectEdges(EditMesh *em, int select)
{
EditEdge *eed;
int index= em_solidoffs;
for(eed= em->edges.first; eed; eed= eed->next, index++) {
if(eed->h==0) {
if(EM_check_backbuf(index)) {
EM_select_edge(eed, select);
}
}
}
}
static void EM_backbuf_checkAndSelectFaces(EditMesh *em, int select)
{
EditFace *efa;
int index= 1;
for(efa= em->faces.first; efa; efa= efa->next, index++) {
if(efa->h==0) {
if(EM_check_backbuf(index)) {
EM_select_face_fgon(em, efa, select);
}
}
}
}
/* Jason */
static void EM_backbuf_checkAndSelectTVerts(Mesh *me, int select)
{
MVert *mv = me->mvert;
int a;
if (mv) {
for(a=1; a<=me->totvert; a++, mv++) {
if(EM_check_backbuf(a)) {
if(!(mv->flag & ME_HIDE)) {
mv->flag = select?(mv->flag|SELECT):(mv->flag&~SELECT);
}
}
}
}
}
static void EM_backbuf_checkAndSelectTFaces(Mesh *me, int select)
{
MFace *mface = me->mface;
int a;
if (mface) {
for(a=1; a<=me->totface; a++, mface++) {
if(EM_check_backbuf(a)) {
mface->flag = select?(mface->flag|ME_FACE_SEL):(mface->flag&~ME_FACE_SEL);
}
}
}
}
/* *********************** GESTURE AND LASSO ******************* */
static int view3d_selectable_data(bContext *C)
{
Object *ob = CTX_data_active_object(C);
if (!ED_operator_region_view3d_active(C))
return 0;
if(ob) {
if (ob->mode & OB_MODE_EDIT) {
if(ob->type == OB_FONT) {
return 0;
}
}
else {
if (ob->mode & OB_MODE_SCULPT) {
return 0;
}
if (ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT) && !paint_facesel_test(ob) && !paint_vertsel_test(ob)) {//Jason
return 0;
}
}
}
return 1;
}
/* helper also for borderselect */
static int edge_fully_inside_rect(rcti *rect, short x1, short y1, short x2, short y2)
{
return BLI_in_rcti(rect, x1, y1) && BLI_in_rcti(rect, x2, y2);
}
static int edge_inside_rect(rcti *rect, short x1, short y1, short x2, short y2)
{
int d1, d2, d3, d4;
/* check points in rect */
if(edge_fully_inside_rect(rect, x1, y1, x2, y2)) return 1;
/* check points completely out rect */
if(x1<rect->xmin && x2<rect->xmin) return 0;
if(x1>rect->xmax && x2>rect->xmax) return 0;
if(y1<rect->ymin && y2<rect->ymin) return 0;
if(y1>rect->ymax && y2>rect->ymax) return 0;
/* simple check lines intersecting. */
d1= (y1-y2)*(x1- rect->xmin ) + (x2-x1)*(y1- rect->ymin );
d2= (y1-y2)*(x1- rect->xmin ) + (x2-x1)*(y1- rect->ymax );
d3= (y1-y2)*(x1- rect->xmax ) + (x2-x1)*(y1- rect->ymax );
d4= (y1-y2)*(x1- rect->xmax ) + (x2-x1)*(y1- rect->ymin );
if(d1<0 && d2<0 && d3<0 && d4<0) return 0;
if(d1>0 && d2>0 && d3>0 && d4>0) return 0;
return 1;
}
#define MOVES_GESTURE 50
#define MOVES_LASSO 500
int lasso_inside(int mcords[][2], short moves, int sx, int sy)
{
/* we do the angle rule, define that all added angles should be about zero or 2*PI */
float angletot=0.0, len, dot, ang, cross, fp1[2], fp2[2];
int a;
int *p1, *p2;
if(sx==IS_CLIPPED)
return 0;
p1= mcords[moves-1];
p2= mcords[0];
/* first vector */
fp1[0]= (float)(p1[0]-sx);
fp1[1]= (float)(p1[1]-sy);
len= sqrt(fp1[0]*fp1[0] + fp1[1]*fp1[1]);
fp1[0]/= len;
fp1[1]/= len;
for(a=0; a<moves; a++) {
/* second vector */
fp2[0]= (float)(p2[0]-sx);
fp2[1]= (float)(p2[1]-sy);
len= sqrt(fp2[0]*fp2[0] + fp2[1]*fp2[1]);
fp2[0]/= len;
fp2[1]/= len;
/* dot and angle and cross */
dot= fp1[0]*fp2[0] + fp1[1]*fp2[1];
ang= fabs(saacos(dot));
cross= (float)((p1[1]-p2[1])*(p1[0]-sx) + (p2[0]-p1[0])*(p1[1]-sy));
if(cross<0.0f) angletot-= ang;
else angletot+= ang;
/* circulate */
fp1[0]= fp2[0]; fp1[1]= fp2[1];
p1= p2;
p2= mcords[a+1];
}
if( fabs(angletot) > 4.0 ) return 1;
return 0;
}
/* edge version for lasso select. we assume boundbox check was done */
int lasso_inside_edge(int mcords[][2], short moves, int x0, int y0, int x1, int y1)
{
int v1[2], v2[2];
int a;
if(x0==IS_CLIPPED || x1==IS_CLIPPED)
return 0;
v1[0] = x0, v1[1] = y0;
v2[0] = x1, v2[1] = y1;
/* check points in lasso */
if(lasso_inside(mcords, moves, v1[0], v1[1])) return 1;
if(lasso_inside(mcords, moves, v2[0], v2[1])) return 1;
/* no points in lasso, so we have to intersect with lasso edge */
if( isect_line_line_v2_int(mcords[0], mcords[moves-1], v1, v2) > 0) return 1;
for(a=0; a<moves-1; a++) {
if( isect_line_line_v2_int(mcords[a], mcords[a+1], v1, v2) > 0) return 1;
}
return 0;
}
/* warning; lasso select with backbuffer-check draws in backbuf with persp(PERSP_WIN)
and returns with persp(PERSP_VIEW). After lasso select backbuf is not OK
*/
static void do_lasso_select_pose(ViewContext *vc, Object *ob, int mcords[][2], short moves, short select)
{
bPoseChannel *pchan;
float vec[3];
int sco1[2], sco2[2];
bArmature *arm= ob->data;
if(ob->type!=OB_ARMATURE || ob->pose==NULL) return;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if (PBONE_VISIBLE(arm, pchan->bone) && (pchan->bone->flag & BONE_UNSELECTABLE)==0) {
mul_v3_m4v3(vec, ob->obmat, pchan->pose_head);
project_int(vc->ar, vec, sco1);
mul_v3_m4v3(vec, ob->obmat, pchan->pose_tail);
project_int(vc->ar, vec, sco2);
if(lasso_inside_edge(mcords, moves, sco1[0], sco1[1], sco2[0], sco2[1])) {
if(select) pchan->bone->flag |= BONE_SELECTED;
else pchan->bone->flag &= ~BONE_SELECTED;
}
}
}
}
static void object_deselect_all_visible(Scene *scene, View3D *v3d)
{
Base *base;
for(base= scene->base.first; base; base= base->next) {
if(BASE_SELECTABLE(v3d, base)) {
ED_base_object_select(base, BA_DESELECT);
}
}
}
static void do_lasso_select_objects(ViewContext *vc, int mcords[][2], short moves, short extend, short select)
{
Base *base;
if (extend == 0 && select)
object_deselect_all_visible(vc->scene, vc->v3d);
for(base= vc->scene->base.first; base; base= base->next) {
if(BASE_SELECTABLE(vc->v3d, base)) { /* use this to avoid un-needed lasso lookups */
project_short(vc->ar, base->object->obmat[3], &base->sx);
if(lasso_inside(mcords, moves, base->sx, base->sy)) {
if(select) ED_base_object_select(base, BA_SELECT);
else ED_base_object_select(base, BA_DESELECT);
base->object->flag= base->flag;
}
if(base->object->mode & OB_MODE_POSE) {
do_lasso_select_pose(vc, base->object, mcords, moves, select);
}
}
}
}
static void lasso_select_boundbox(rcti *rect, int mcords[][2], short moves)
{
short a;
rect->xmin= rect->xmax= mcords[0][0];
rect->ymin= rect->ymax= mcords[0][1];
for(a=1; a<moves; a++) {
if(mcords[a][0]<rect->xmin) rect->xmin= mcords[a][0];
else if(mcords[a][0]>rect->xmax) rect->xmax= mcords[a][0];
if(mcords[a][1]<rect->ymin) rect->ymin= mcords[a][1];
else if(mcords[a][1]>rect->ymax) rect->ymax= mcords[a][1];
}
}
static void do_lasso_select_mesh__doSelectVert(void *userData, EditVert *eve, int x, int y, int UNUSED(index))
{
struct { ViewContext vc; rcti *rect; int (*mcords)[2], moves, select, pass, done; } *data = userData;
if (BLI_in_rcti(data->rect, x, y) && lasso_inside(data->mcords, data->moves, x, y)) {
eve->f = data->select?(eve->f|1):(eve->f&~1);
}
}
static void do_lasso_select_mesh__doSelectEdge(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index)
{
struct { ViewContext vc; rcti *rect; int (*mcords)[2], moves, select, pass, done; } *data = userData;
if (EM_check_backbuf(em_solidoffs+index)) {
if (data->pass==0) {
if ( edge_fully_inside_rect(data->rect, x0, y0, x1, y1) &&
lasso_inside(data->mcords, data->moves, x0, y0) &&
lasso_inside(data->mcords, data->moves, x1, y1)) {
EM_select_edge(eed, data->select);
data->done = 1;
}
} else {
if (lasso_inside_edge(data->mcords, data->moves, x0, y0, x1, y1)) {
EM_select_edge(eed, data->select);
}
}
}
}
static void do_lasso_select_mesh__doSelectFace(void *userData, EditFace *efa, int x, int y, int UNUSED(index))
{
struct { ViewContext vc; rcti *rect; int (*mcords)[2], moves, select, pass, done; } *data = userData;
if (BLI_in_rcti(data->rect, x, y) && lasso_inside(data->mcords, data->moves, x, y)) {
EM_select_face_fgon(data->vc.em, efa, data->select);
}
}
static void do_lasso_select_mesh(ViewContext *vc, int mcords[][2], short moves, short extend, short select)
{
struct { ViewContext vc; rcti *rect; int (*mcords)[2], moves, select, pass, done; } data;
ToolSettings *ts= vc->scene->toolsettings;
rcti rect;
int bbsel;
lasso_select_boundbox(&rect, mcords, moves);
/* set editmesh */
vc->em= ((Mesh *)vc->obedit->data)->edit_mesh;
data.vc= *vc;
data.rect = &rect;
data.mcords = mcords;
data.moves = moves;
data.select = select;
data.done = 0;
data.pass = 0;
if (extend == 0 && select)
EM_deselect_all(vc->em);
/* for non zbuf projections, dont change the GL state */
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d);
glLoadMatrixf(vc->rv3d->viewmat);
bbsel= EM_mask_init_backbuf_border(vc, mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
if(ts->selectmode & SCE_SELECT_VERTEX) {
if (bbsel) {
EM_backbuf_checkAndSelectVerts(vc->em, select);
}
else {
mesh_foreachScreenVert(vc, do_lasso_select_mesh__doSelectVert, &data, 1);
}
}
if(ts->selectmode & SCE_SELECT_EDGE) {
/* Does both bbsel and non-bbsel versions (need screen cos for both) */
data.pass = 0;
mesh_foreachScreenEdge(vc, do_lasso_select_mesh__doSelectEdge, &data, 0);
if (data.done==0) {
data.pass = 1;
mesh_foreachScreenEdge(vc, do_lasso_select_mesh__doSelectEdge, &data, 0);
}
}
if(ts->selectmode & SCE_SELECT_FACE) {
if (bbsel) {
EM_backbuf_checkAndSelectFaces(vc->em, select);
}
else {
mesh_foreachScreenFace(vc, do_lasso_select_mesh__doSelectFace, &data);
}
}
EM_free_backbuf();
EM_selectmode_flush(vc->em);
}
#if 0
/* this is an exception in that its the only lasso that dosnt use the 3d view (uses space image view) */
static void do_lasso_select_mesh_uv(int mcords[][2], short moves, short select)
{
EditFace *efa;
MTFace *tf;
int screenUV[2], nverts, i, ok = 1;
rcti rect;
lasso_select_boundbox(&rect, mcords, moves);
if (draw_uvs_face_check()) { /* Face Center Sel */
float cent[2];
ok = 0;
for (efa= em->faces.first; efa; efa= efa->next) {
/* assume not touched */
efa->tmp.l = 0;
tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
if ((select) != (simaFaceSel_Check(efa, tf))) {
uv_center(tf->uv, cent, (void *)efa->v4);
uvco_to_areaco_noclip(cent, screenUV);
if (BLI_in_rcti(&rect, screenUV[0], screenUV[1]) && lasso_inside(mcords, moves, screenUV[0], screenUV[1])) {
efa->tmp.l = ok = 1;
}
}
}
/* (de)selects all tagged faces and deals with sticky modes */
if (ok)
uvface_setsel__internal(select);
} else { /* Vert Sel*/
for (efa= em->faces.first; efa; efa= efa->next) {
tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
if (uvedit_face_visible(scene, ima, efa, tf)) {
nverts= efa->v4? 4: 3;
for(i=0; i<nverts; i++) {
if ((select) != (simaUVSel_Check(efa, tf, i))) {
uvco_to_areaco_noclip(tf->uv[i], screenUV);
if (BLI_in_rcti(&rect, screenUV[0], screenUV[1]) && lasso_inside(mcords, moves, screenUV[0], screenUV[1])) {
if (select) {
simaUVSel_Set(efa, tf, i);
} else {
simaUVSel_UnSet(efa, tf, i);
}
}
}
}
}
}
}
if (ok && G.sima->flag & SI_SYNC_UVSEL) {
if (select) EM_select_flush(vc->em);
else EM_deselect_flush(vc->em);
}
}
#endif
static void do_lasso_select_curve__doSelect(void *userData, Nurb *UNUSED(nu), BPoint *bp, BezTriple *bezt, int beztindex, int x, int y)
{
struct { ViewContext *vc; int (*mcords)[2]; short moves; short select; } *data = userData;
Object *obedit= data->vc->obedit;
Curve *cu= (Curve*)obedit->data;
if (lasso_inside(data->mcords, data->moves, x, y)) {
if (bp) {
bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
if (bp == cu->lastsel && !(bp->f1 & 1)) cu->lastsel = NULL;
} else {
if (cu->drawflag & CU_HIDE_HANDLES) {
/* can only be beztindex==0 here since handles are hidden */
bezt->f1 = bezt->f2 = bezt->f3 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
} else {
if (beztindex==0) {
bezt->f1 = data->select?(bezt->f1|SELECT):(bezt->f1&~SELECT);
} else if (beztindex==1) {
bezt->f2 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
} else {
bezt->f3 = data->select?(bezt->f3|SELECT):(bezt->f3&~SELECT);
}
}
if (bezt == cu->lastsel && !(bezt->f2 & 1)) cu->lastsel = NULL;
}
}
}
static void do_lasso_select_curve(ViewContext *vc, int mcords[][2], short moves, short extend, short select)
{
struct { ViewContext *vc; int (*mcords)[2]; short moves; short select; } data;
/* set vc->editnurb */
data.vc = vc;
data.mcords = mcords;
data.moves = moves;
data.select = select;
if (extend == 0 && select)
CU_deselect_all(vc->obedit);
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
nurbs_foreachScreenVert(vc, do_lasso_select_curve__doSelect, &data);
}
/* Jason */
static void do_obmode_lasso_select__doSelect(void *userData, MVert *mv, int x, int y)
{
struct { int (*mcords)[2]; short moves; short select; } *data = userData;
if (lasso_inside(data->mcords, data->moves, x, y)) {
mv->flag = data->select?(mv->flag|SELECT):(mv->flag&~SELECT);
}
}
static void do_lasso_select_lattice__doSelect(void *userData, BPoint *bp, int x, int y)
{
struct { int (*mcords)[2]; short moves; short select; } *data = userData;
if (lasso_inside(data->mcords, data->moves, x, y)) {
bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
}
}
static void do_lasso_select_lattice(ViewContext *vc, int mcords[][2], short moves, short extend, short select)
{
struct { int (*mcords)[2]; short moves; short select; } data;
/* set editdata in vc */
data.mcords = mcords;
data.moves = moves;
data.select = select;
if (extend == 0 && select)
ED_setflagsLatt(vc->obedit, 0);
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
lattice_foreachScreenVert(vc, do_lasso_select_lattice__doSelect, &data);
}
static void do_lasso_select_armature(ViewContext *vc, int mcords[][2], short moves, short extend, short select)
{
bArmature *arm= vc->obedit->data;
EditBone *ebone;
float vec[3];
short sco1[2], sco2[2], didpoint;
int change= FALSE;
if (extend==0 && select)
ED_armature_deselect_all_visible(vc->obedit);
/* set editdata in vc */
for (ebone= arm->edbo->first; ebone; ebone=ebone->next) {
if (EBONE_VISIBLE(arm, ebone) && (ebone->flag & BONE_UNSELECTABLE)==0) {
mul_v3_m4v3(vec, vc->obedit->obmat, ebone->head);
project_short(vc->ar, vec, sco1);
mul_v3_m4v3(vec, vc->obedit->obmat, ebone->tail);
project_short(vc->ar, vec, sco2);
didpoint= 0;
if(lasso_inside(mcords, moves, sco1[0], sco1[1])) {
if(select) ebone->flag |= BONE_ROOTSEL;
else ebone->flag &= ~BONE_ROOTSEL;
didpoint= 1;
change= TRUE;
}
if(lasso_inside(mcords, moves, sco2[0], sco2[1])) {
if(select) ebone->flag |= BONE_TIPSEL;
else ebone->flag &= ~BONE_TIPSEL;
didpoint= 1;
change= TRUE;
}
/* if one of points selected, we skip the bone itself */
if(didpoint==0 && lasso_inside_edge(mcords, moves, sco1[0], sco1[1], sco2[0], sco2[1])) {
if(select) ebone->flag |= BONE_TIPSEL|BONE_ROOTSEL|BONE_SELECTED;
else ebone->flag &= ~(BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
change= TRUE;
}
}
}
if(change) {
ED_armature_sync_selection(arm->edbo);
ED_armature_validate_active(arm);
WM_main_add_notifier(NC_OBJECT|ND_BONE_SELECT, vc->obedit);
}
}
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static void do_lasso_select_meta(ViewContext *vc, int mcords[][2], short moves, short extend, short select)
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{
MetaBall *mb = (MetaBall*)vc->obedit->data;
MetaElem *ml;
float vec[3];
short sco[2];
if (extend == 0 && select) {
for(ml= mb->editelems->first; ml; ml= ml->next) {
ml->flag &= ~SELECT;
}
}
for(ml= mb->editelems->first; ml; ml= ml->next) {
mul_v3_m4v3(vec, vc->obedit->obmat, &ml->x);
project_short(vc->ar, vec, sco);
if(lasso_inside(mcords, moves, sco[0], sco[1])) {
if(select) ml->flag |= SELECT;
else ml->flag &= ~SELECT;
}
}
}
/* Jason */
static void do_obmode_box_select__doSelect(void *userData, MVert *mv, int x, int y)
{
struct { ViewContext vc; rcti *rect; int select; } *data = userData;
if (BLI_in_rcti(data->rect, x, y)) {
mv->flag = data->select?(mv->flag|SELECT):(mv->flag&~SELECT);
}
}
/* Jason */
int do_paintvert_box_select(ViewContext *vc, rcti *rect, int select, int extend)
{
Object *ob= vc->obact;
Mesh *me= ob?ob->data:NULL;
int sx= rect->xmax-rect->xmin+1;
int sy= rect->ymax-rect->ymin+1;
bglMats mats;
struct { ViewContext vc; rcti *rect; int select; } data = {NULL};
if(me==NULL || me->totvert==0 || sx*sy <= 0)
return OPERATOR_CANCELLED;
if(extend==0 && select)
paintvert_deselect_all_visible(ob, SEL_DESELECT, FALSE); /* flush selection at the end */
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ED_view3d_init_mats_rv3d(ob, vc->rv3d);
data.vc = *vc;
data.rect = rect;
data.select= select;
mesh_obmode_foreachScreenVert(vc, do_obmode_box_select__doSelect, &data, 1);
paintvert_flush_flags(ob);
return OPERATOR_FINISHED;
}
/* Jason */
static void do_lasso_select_paintvert(ViewContext *vc, int mcords[][2], short moves, short extend, short select)
{
Object *ob= vc->obact;
Mesh *me= ob?ob->data:NULL;
struct { int (*mcords)[2]; short moves; short select; } data = {NULL};
if(me==NULL || me->totvert==0)
return;
if(extend==0 && select)
paintvert_deselect_all_visible(ob, SEL_DESELECT, FALSE); /* flush selection at the end */
ED_view3d_init_mats_rv3d(ob, vc->rv3d);
data.select = select;
data.mcords = mcords;
data.moves= moves;
mesh_obmode_foreachScreenVert(vc, do_obmode_lasso_select__doSelect, &data, 1);
paintvert_flush_flags(ob);
}
static void do_lasso_select_paintface(ViewContext *vc, int mcords[][2], short moves, short extend, short select)
{
Object *ob= vc->obact;
Mesh *me= ob?ob->data:NULL;
rcti rect;
if(me==NULL || me->totface==0)
return;
if(extend==0 && select)
paintface_deselect_all_visible(ob, SEL_DESELECT, FALSE); /* flush selection at the end */
em_vertoffs= me->totface+1; /* max index array */
lasso_select_boundbox(&rect, mcords, moves);
EM_mask_init_backbuf_border(vc, mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
EM_backbuf_checkAndSelectTFaces(me, select);
EM_free_backbuf();
paintface_flush_flags(ob);
}
#if 0
static void do_lasso_select_node(int mcords[][2], short moves, short select)
{
SpaceNode *snode = sa->spacedata.first;
bNode *node;
rcti rect;
short node_cent[2];
float node_centf[2];
lasso_select_boundbox(&rect, mcords, moves);
/* store selection in temp test flag */
for(node= snode->edittree->nodes.first; node; node= node->next) {
node_centf[0] = (node->totr.xmin+node->totr.xmax)/2;
node_centf[1] = (node->totr.ymin+node->totr.ymax)/2;
ipoco_to_areaco_noclip(G.v2d, node_centf, node_cent);
if (BLI_in_rcti(&rect, node_cent[0], node_cent[1]) && lasso_inside(mcords, moves, node_cent[0], node_cent[1])) {
if (select) {
node->flag |= SELECT;
} else {
node->flag &= ~SELECT;
}
}
}
BIF_undo_push("Lasso select nodes");
}
#endif
static void view3d_lasso_select(bContext *C, ViewContext *vc, int mcords[][2], short moves, short extend, short select)
{
Object *ob = CTX_data_active_object(C);
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if(vc->obedit==NULL) { /* Object Mode */
if(paint_facesel_test(ob))
do_lasso_select_paintface(vc, mcords, moves, extend, select);
else if(paint_vertsel_test(ob))
do_lasso_select_paintvert(vc, mcords, moves, extend, select);
else if(ob && ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT))
;
else if(ob && ob->mode & OB_MODE_PARTICLE_EDIT)
PE_lasso_select(C, mcords, moves, extend, select);
else {
do_lasso_select_objects(vc, mcords, moves, extend, select);
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, vc->scene);
}
}
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else { /* Edit Mode */
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switch(vc->obedit->type) {
case OB_MESH:
do_lasso_select_mesh(vc, mcords, moves, extend, select);
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break;
case OB_CURVE:
case OB_SURF:
do_lasso_select_curve(vc, mcords, moves, extend, select);
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break;
case OB_LATTICE:
do_lasso_select_lattice(vc, mcords, moves, extend, select);
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break;
case OB_ARMATURE:
do_lasso_select_armature(vc, mcords, moves, extend, select);
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break;
case OB_MBALL:
do_lasso_select_meta(vc, mcords, moves, extend, select);
break;
default:
assert(!"lasso select on incorrect object type");
}
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WM_event_add_notifier(C, NC_GEOM|ND_SELECT, vc->obedit->data);
}
}
/* lasso operator gives properties, but since old code works
with short array we convert */
static int view3d_lasso_select_exec(bContext *C, wmOperator *op)
{
ViewContext vc;
int i= 0;
int mcords[1024][2];
RNA_BEGIN(op->ptr, itemptr, "path") {
float loc[2];
RNA_float_get_array(&itemptr, "loc", loc);
mcords[i][0]= (int)loc[0];
mcords[i][1]= (int)loc[1];
i++;
if(i>=1024) break;
}
RNA_END;
if(i>1) {
short extend, select;
2.5 Sanitized the 'tweak' event. Original idea was to have WM event system generating it automatically. However, I first tested it via a handler and operator, to check what kind of configurations would be useful. It appeared to not work nice, also because that inserting a tweak operator in a keymap is confusing. Now 'tweaks' are generated automatically, and can be catched by keymaps as any event. The current definition of tweak is: - if Left/Middle/Rightmouse pressed if event wasn't handled by window queue (modal handlers) start checking mousepositions - while mousepositions are checked - escape on any event other than mouse - on mouse events: - add tweak event if mousemove > 10 pixels - stop checking for tweak if mousebutton released - Tweak events have a define indicating mousebutton used EVT_TWEAK_L, EVT_TWEAK_M, EVT_TWEAK_R - In keymap definitions you can use _S or _A to map to action or select mouse userdef. - Event value in keymap should be KM_ANY for all tweaks, or use one of the eight directions: EVT_GESTURE_E, _SE, _S, _SW, _W, _NW, _N, _NE - And of course you can add modifier checks in keymaps for it. - Because tweaks are a result of mouse events, the handlers get both to evaluate. That means that RMB-select + tweak will work correctly. In case you don't want both to be handled, for example the CTRL+LMB 'extrude' and CTRL+LMB-tweak 'lasso select', you will need to set the first acting on a EVT_RELEASE, this event only gets passed on when tweak fails. The current system allows all options, configurable, we had in 2.48, and many more! A diagram of what's possible is on the todo. :) Also in this commit: lasso select editmesh failed with 'zbuffer occluded select'. Also circle-select failed.
2009-02-02 14:13:14 +00:00
view3d_operator_needs_opengl(C);
/* setup view context for argument to callbacks */
view3d_set_viewcontext(C, &vc);
extend= RNA_boolean_get(op->ptr, "extend");
select= !RNA_boolean_get(op->ptr, "deselect");
view3d_lasso_select(C, &vc, mcords, i, extend, select);
return OPERATOR_FINISHED;
}
return OPERATOR_PASS_THROUGH;
}
void VIEW3D_OT_select_lasso(wmOperatorType *ot)
{
ot->name= "Lasso Select";
ot->description= "Select items using lasso selection";
ot->idname= "VIEW3D_OT_select_lasso";
ot->invoke= WM_gesture_lasso_invoke;
ot->modal= WM_gesture_lasso_modal;
ot->exec= view3d_lasso_select_exec;
ot->poll= view3d_selectable_data;
ot->cancel= WM_gesture_lasso_cancel;
/* flags */
2009-04-27 13:44:11 +00:00
ot->flag= OPTYPE_UNDO;
RNA_def_collection_runtime(ot->srna, "path", &RNA_OperatorMousePath, "Path", "");
RNA_def_boolean(ot->srna, "deselect", 0, "Deselect", "Deselect rather than select items.");
RNA_def_boolean(ot->srna, "extend", 1, "Extend", "Extend selection instead of deselecting everything first.");
}
/* ************************************************* */
#if 0
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
static unsigned int samplerect(unsigned int *buf, int size, unsigned int dontdo)
{
Base *base;
unsigned int *bufmin,*bufmax;
int a,b,rc,tel,aantal,dirvec[4][2],maxob;
unsigned int retval=0;
base= LASTBASE;
if(base==0) return 0;
maxob= base->selcol;
aantal= (size-1)/2;
rc= 0;
dirvec[0][0]= 1;
dirvec[0][1]= 0;
dirvec[1][0]= 0;
dirvec[1][1]= -size;
dirvec[2][0]= -1;
dirvec[2][1]= 0;
dirvec[3][0]= 0;
dirvec[3][1]= size;
bufmin= buf;
bufmax= buf+ size*size;
buf+= aantal*size+ aantal;
for(tel=1;tel<=size;tel++) {
for(a=0;a<2;a++) {
for(b=0;b<tel;b++) {
if(*buf && *buf<=maxob && *buf!=dontdo) return *buf;
if( *buf==dontdo ) retval= dontdo; /* if only color dontdo is available, still return dontdo */
buf+= (dirvec[rc][0]+dirvec[rc][1]);
if(buf<bufmin || buf>=bufmax) return retval;
}
rc++;
rc &= 3;
}
}
return retval;
}
#endif
/* ************************** mouse select ************************* */
/* The max number of menu items in an object select menu */
#define SEL_MENU_SIZE 22
static void deselectall_except(Scene *scene, Base *b) /* deselect all except b */
{
Base *base;
for(base= FIRSTBASE; base; base= base->next) {
if (base->flag & SELECT) {
if(b!=base) {
ED_base_object_select(base, BA_DESELECT);
}
}
}
}
static Base *mouse_select_menu(bContext *C, ViewContext *vc, unsigned int *buffer, int hits, const int mval[2], short extend)
{
short baseCount = 0;
short ok;
LinkNode *linklist= NULL;
CTX_DATA_BEGIN(C, Base*, base, selectable_bases) {
ok= FALSE;
/* two selection methods, the CTRL select uses max dist of 15 */
if(buffer) {
int a;
for(a=0; a<hits; a++) {
/* index was converted */
if(base->selcol==buffer[ (4 * a) + 3 ])
ok= TRUE;
}
}
else {
int temp, dist=15;
project_short(vc->ar, base->object->obmat[3], &base->sx);
temp= abs(base->sx -mval[0]) + abs(base->sy -mval[1]);
if(temp < dist)
ok= TRUE;
}
if(ok) {
baseCount++;
BLI_linklist_prepend(&linklist, base);
if (baseCount==SEL_MENU_SIZE)
break;
}
}
CTX_DATA_END;
if(baseCount)
if(baseCount==0) {
return NULL;
}
if(baseCount == 1) {
Base *base= (Base *)linklist->link;
BLI_linklist_free(linklist, NULL);
return base;
}
else {
/* UI */
uiPopupMenu *pup= uiPupMenuBegin(C, "Select Object", ICON_NONE);
uiLayout *layout= uiPupMenuLayout(pup);
2009-12-10 14:47:07 +00:00
uiLayout *split= uiLayoutSplit(layout, 0, 0);
uiLayout *column= uiLayoutColumn(split, 0);
LinkNode *node;
node= linklist;
while(node) {
Base *base=node->link;
Object *ob= base->object;
char *name= ob->id.name+2;
/* annoying!, since we need to set 2 props cant use this. */
/* uiItemStringO(column, name, 0, "OBJECT_OT_select_name", "name", name); */
{
PointerRNA ptr;
WM_operator_properties_create(&ptr, "OBJECT_OT_select_name");
RNA_string_set(&ptr, "name", name);
RNA_boolean_set(&ptr, "extend", extend);
uiItemFullO(column, "OBJECT_OT_select_name", name, uiIconFromID((ID *)ob), ptr.data, WM_OP_EXEC_DEFAULT, 0);
}
node= node->next;
}
uiPupMenuEnd(C, pup);
BLI_linklist_free(linklist, NULL);
return NULL;
}
}
/* we want a select buffer with bones, if there are... */
/* so check three selection levels and compare */
static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buffer, const int mval[2])
{
rcti rect;
int offs;
short a, hits15, hits9=0, hits5=0;
short has_bones15=0, has_bones9=0, has_bones5=0;
BLI_init_rcti(&rect, mval[0]-14, mval[0]+14, mval[1]-14, mval[1]+14);
hits15= view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect);
if(hits15>0) {
for(a=0; a<hits15; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones15= 1;
offs= 4*hits15;
BLI_init_rcti(&rect, mval[0]-9, mval[0]+9, mval[1]-9, mval[1]+9);
hits9= view3d_opengl_select(vc, buffer+offs, MAXPICKBUF-offs, &rect);
if(hits9>0) {
for(a=0; a<hits9; a++) if(buffer[offs+4*a+3] & 0xFFFF0000) has_bones9= 1;
offs+= 4*hits9;
BLI_init_rcti(&rect, mval[0]-5, mval[0]+5, mval[1]-5, mval[1]+5);
hits5= view3d_opengl_select(vc, buffer+offs, MAXPICKBUF-offs, &rect);
if(hits5>0) {
for(a=0; a<hits5; a++) if(buffer[offs+4*a+3] & 0xFFFF0000) has_bones5= 1;
}
}
if(has_bones5) {
offs= 4*hits15 + 4*hits9;
memcpy(buffer, buffer+offs, 4*offs);
return hits5;
}
if(has_bones9) {
offs= 4*hits15;
memcpy(buffer, buffer+offs, 4*offs);
return hits9;
}
if(has_bones15) {
return hits15;
}
if(hits5>0) {
offs= 4*hits15 + 4*hits9;
memcpy(buffer, buffer+offs, 4*offs);
return hits5;
}
if(hits9>0) {
offs= 4*hits15;
memcpy(buffer, buffer+offs, 4*offs);
return hits9;
}
return hits15;
}
return 0;
}
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
/* returns basact */
static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int hits, const int mval[2], Base *startbase, int has_bones)
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
{
Scene *scene= vc->scene;
View3D *v3d= vc->v3d;
Base *base, *basact= NULL;
static int lastmval[2]={-100, -100};
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
int a, donearest= 0;
/* define if we use solid nearest select or not */
if(v3d->drawtype>OB_WIRE) {
donearest= 1;
if( ABS(mval[0]-lastmval[0])<3 && ABS(mval[1]-lastmval[1])<3) {
if(!has_bones) /* hrms, if theres bones we always do nearest */
donearest= 0;
}
}
lastmval[0]= mval[0]; lastmval[1]= mval[1];
if(donearest) {
unsigned int min= 0xFFFFFFFF;
int selcol= 0, notcol=0;
if(has_bones) {
/* we skip non-bone hits */
for(a=0; a<hits; a++) {
if( min > buffer[4*a+1] && (buffer[4*a+3] & 0xFFFF0000) ) {
min= buffer[4*a+1];
selcol= buffer[4*a+3] & 0xFFFF;
}
}
}
else {
/* only exclude active object when it is selected... */
if(BASACT && (BASACT->flag & SELECT) && hits>1) notcol= BASACT->selcol;
for(a=0; a<hits; a++) {
if( min > buffer[4*a+1] && notcol!=(buffer[4*a+3] & 0xFFFF)) {
min= buffer[4*a+1];
selcol= buffer[4*a+3] & 0xFFFF;
}
}
}
base= FIRSTBASE;
while(base) {
if(BASE_SELECTABLE(v3d, base)) {
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
if(base->selcol==selcol) break;
}
base= base->next;
}
if(base) basact= base;
}
else {
base= startbase;
while(base) {
/* skip objects with select restriction, to prevent prematurely ending this loop
* with an un-selectable choice */
if (base->object->restrictflag & OB_RESTRICT_SELECT) {
base=base->next;
if(base==NULL) base= FIRSTBASE;
if(base==startbase) break;
}
if(BASE_SELECTABLE(v3d, base)) {
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
for(a=0; a<hits; a++) {
if(has_bones) {
/* skip non-bone objects */
if((buffer[4*a+3] & 0xFFFF0000)) {
if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
basact= base;
}
}
else {
if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
basact= base;
}
}
}
if(basact) break;
base= base->next;
if(base==NULL) base= FIRSTBASE;
if(base==startbase) break;
}
}
return basact;
}
/* mval comes from event->mval, only use within region handlers */
Base *ED_view3d_give_base_under_cursor(bContext *C, const int mval[2])
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
{
ViewContext vc;
Base *basact= NULL;
unsigned int buffer[4*MAXPICKBUF];
int hits;
/* setup view context for argument to callbacks */
view3d_operator_needs_opengl(C);
view3d_set_viewcontext(C, &vc);
hits= mixed_bones_object_selectbuffer(&vc, buffer, mval);
if(hits>0) {
int a, has_bones= 0;
for(a=0; a<hits; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones= 1;
basact= mouse_select_eval_buffer(&vc, buffer, hits, mval, vc.scene->base.first, has_bones);
}
return basact;
}
/* mval is region coords */
static int mouse_select(bContext *C, const int mval[2], short extend, short obcenter, short enumerate)
{
ViewContext vc;
ARegion *ar= CTX_wm_region(C);
View3D *v3d= CTX_wm_view3d(C);
Scene *scene= CTX_data_scene(C);
Base *base, *startbase=NULL, *basact=NULL, *oldbasact=NULL;
int temp, a, dist=100;
int retval = 0;
short hits;
/* setup view context for argument to callbacks */
view3d_set_viewcontext(C, &vc);
/* always start list from basact in wire mode */
startbase= FIRSTBASE;
if(BASACT && BASACT->next) startbase= BASACT->next;
/* This block uses the control key to make the object selected by its center point rather than its contents */
/* XXX later on, in editmode do not activate */
if(vc.obedit==NULL && obcenter) {
/* note; shift+alt goes to group-flush-selecting */
if(enumerate) {
basact= mouse_select_menu(C, &vc, NULL, 0, mval, extend);
} else {
base= startbase;
while(base) {
if (BASE_SELECTABLE(v3d, base)) {
project_short(ar, base->object->obmat[3], &base->sx);
temp= abs(base->sx -mval[0]) + abs(base->sy -mval[1]);
if(base==BASACT) temp+=10;
if(temp<dist ) {
dist= temp;
basact= base;
}
}
base= base->next;
if(base==NULL) base= FIRSTBASE;
if(base==startbase) break;
}
}
}
else {
unsigned int buffer[4*MAXPICKBUF];
/* if objects have posemode set, the bones are in the same selection buffer */
hits= mixed_bones_object_selectbuffer(&vc, buffer, mval);
if(hits>0) {
int has_bones= 0;
for(a=0; a<hits; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones= 1;
/* note; shift+alt goes to group-flush-selecting */
if(has_bones==0 && enumerate) {
basact= mouse_select_menu(C, &vc, buffer, hits, mval, extend);
} else {
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
basact= mouse_select_eval_buffer(&vc, buffer, hits, mval, startbase, has_bones);
}
if(has_bones && basact) {
if(ED_do_pose_selectbuffer(scene, basact, buffer, hits, extend) ) { /* then bone is found */
/* we make the armature selected:
not-selected active object in posemode won't work well for tools */
basact->flag|= SELECT;
basact->object->flag= basact->flag;
retval = 1;
WM_event_add_notifier(C, NC_OBJECT|ND_BONE_SELECT, basact->object);
WM_event_add_notifier(C, NC_OBJECT|ND_BONE_ACTIVE, basact->object);
/* in weightpaint, we use selected bone to select vertexgroup, so no switch to new active object */
if(BASACT && BASACT->object->mode & OB_MODE_WEIGHT_PAINT) {
/* prevent activating */
basact= NULL;
}
}
/* prevent bone selecting to pass on to object selecting */
if(basact==BASACT)
basact= NULL;
}
}
}
/* so, do we have something selected? */
if(basact) {
retval = 1;
if(vc.obedit) {
/* only do select */
deselectall_except(scene, basact);
ED_base_object_select(basact, BA_SELECT);
}
/* also prevent making it active on mouse selection */
else if (BASE_SELECTABLE(v3d, basact)) {
oldbasact= BASACT;
if(!extend) {
deselectall_except(scene, basact);
ED_base_object_select(basact, BA_SELECT);
}
else if(0) {
// XXX select_all_from_groups(basact);
}
else {
if(basact->flag & SELECT) {
if(basact==oldbasact)
ED_base_object_select(basact, BA_DESELECT);
}
else ED_base_object_select(basact, BA_SELECT);
}
if(oldbasact != basact) {
ED_base_object_activate(C, basact); /* adds notifier */
}
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, scene);
}
}
return retval;
}
/* ******************** border and circle ************************************** */
int edge_inside_circle(short centx, short centy, short rad, short x1, short y1, short x2, short y2)
{
int radsq= rad*rad;
float v1[2], v2[2], v3[2];
/* check points in circle itself */
if( (x1-centx)*(x1-centx) + (y1-centy)*(y1-centy) <= radsq ) return 1;
if( (x2-centx)*(x2-centx) + (y2-centy)*(y2-centy) <= radsq ) return 1;
/* pointdistline */
v3[0]= centx;
v3[1]= centy;
v1[0]= x1;
v1[1]= y1;
v2[0]= x2;
v2[1]= y2;
if( dist_to_line_segment_v2(v3, v1, v2) < (float)rad ) return 1;
return 0;
}
static void do_nurbs_box_select__doSelect(void *userData, Nurb *UNUSED(nu), BPoint *bp, BezTriple *bezt, int beztindex, int x, int y)
{
struct { ViewContext *vc; rcti *rect; int select; } *data = userData;
Object *obedit= data->vc->obedit;
Curve *cu= (Curve*)obedit->data;
if (BLI_in_rcti(data->rect, x, y)) {
if (bp) {
bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
if (bp == cu->lastsel && !(bp->f1 & 1)) cu->lastsel = NULL;
} else {
if (cu->drawflag & CU_HIDE_HANDLES) {
/* can only be beztindex==0 here since handles are hidden */
bezt->f1 = bezt->f2 = bezt->f3 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
} else {
if (beztindex==0) {
bezt->f1 = data->select?(bezt->f1|SELECT):(bezt->f1&~SELECT);
} else if (beztindex==1) {
bezt->f2 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
} else {
bezt->f3 = data->select?(bezt->f3|SELECT):(bezt->f3&~SELECT);
}
}
if (bezt == cu->lastsel && !(bezt->f2 & 1)) cu->lastsel = NULL;
}
}
}
static int do_nurbs_box_select(ViewContext *vc, rcti *rect, int select, int extend)
{
struct { ViewContext *vc; rcti *rect; int select; } data;
data.vc = vc;
data.rect = rect;
data.select = select;
if (extend == 0 && select)
CU_deselect_all(vc->obedit);
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
nurbs_foreachScreenVert(vc, do_nurbs_box_select__doSelect, &data);
return OPERATOR_FINISHED;
}
static void do_lattice_box_select__doSelect(void *userData, BPoint *bp, int x, int y)
{
struct { ViewContext vc; rcti *rect; int select; } *data = userData;
if (BLI_in_rcti(data->rect, x, y)) {
bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
}
}
static int do_lattice_box_select(ViewContext *vc, rcti *rect, int select, int extend)
{
struct { ViewContext vc; rcti *rect; int select, pass, done; } data;
data.vc= *vc;
data.rect = rect;
data.select = select;
if (extend == 0 && select)
ED_setflagsLatt(vc->obedit, 0);
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
lattice_foreachScreenVert(vc, do_lattice_box_select__doSelect, &data);
return OPERATOR_FINISHED;
}
static void do_mesh_box_select__doSelectVert(void *userData, EditVert *eve, int x, int y, int UNUSED(index))
{
struct { ViewContext vc; rcti *rect; short select, pass, done; } *data = userData;
if (BLI_in_rcti(data->rect, x, y)) {
eve->f = data->select?(eve->f|1):(eve->f&~1);
}
}
static void do_mesh_box_select__doSelectEdge(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index)
{
struct { ViewContext vc; rcti *rect; short select, pass, done; } *data = userData;
if(EM_check_backbuf(em_solidoffs+index)) {
if (data->pass==0) {
if (edge_fully_inside_rect(data->rect, x0, y0, x1, y1)) {
EM_select_edge(eed, data->select);
data->done = 1;
}
} else {
if (edge_inside_rect(data->rect, x0, y0, x1, y1)) {
EM_select_edge(eed, data->select);
}
}
}
}
static void do_mesh_box_select__doSelectFace(void *userData, EditFace *efa, int x, int y, int UNUSED(index))
{
struct { ViewContext vc; rcti *rect; short select, pass, done; } *data = userData;
if (BLI_in_rcti(data->rect, x, y)) {
EM_select_face_fgon(data->vc.em, efa, data->select);
}
}
static int do_mesh_box_select(ViewContext *vc, rcti *rect, int select, int extend)
{
struct { ViewContext vc; rcti *rect; short select, pass, done; } data;
ToolSettings *ts= vc->scene->toolsettings;
int bbsel;
data.vc= *vc;
data.rect = rect;
data.select = select;
data.pass = 0;
data.done = 0;
if (extend == 0 && select)
EM_deselect_all(vc->em);
/* for non zbuf projections, dont change the GL state */
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d);
glLoadMatrixf(vc->rv3d->viewmat);
bbsel= EM_init_backbuf_border(vc, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
if(ts->selectmode & SCE_SELECT_VERTEX) {
if (bbsel) {
EM_backbuf_checkAndSelectVerts(vc->em, select);
} else {
mesh_foreachScreenVert(vc, do_mesh_box_select__doSelectVert, &data, 1);
}
}
if(ts->selectmode & SCE_SELECT_EDGE) {
/* Does both bbsel and non-bbsel versions (need screen cos for both) */
data.pass = 0;
mesh_foreachScreenEdge(vc, do_mesh_box_select__doSelectEdge, &data, 0);
if (data.done==0) {
data.pass = 1;
mesh_foreachScreenEdge(vc, do_mesh_box_select__doSelectEdge, &data, 0);
}
}
if(ts->selectmode & SCE_SELECT_FACE) {
if(bbsel) {
EM_backbuf_checkAndSelectFaces(vc->em, select);
} else {
mesh_foreachScreenFace(vc, do_mesh_box_select__doSelectFace, &data);
}
}
EM_free_backbuf();
EM_selectmode_flush(vc->em);
return OPERATOR_FINISHED;
}
static int do_meta_box_select(ViewContext *vc, rcti *rect, int select, int extend)
{
MetaBall *mb = (MetaBall*)vc->obedit->data;
MetaElem *ml;
int a;
unsigned int buffer[4*MAXPICKBUF];
short hits;
hits= view3d_opengl_select(vc, buffer, MAXPICKBUF, rect);
if (extend == 0 && select) {
for(ml= mb->editelems->first; ml; ml= ml->next) {
ml->flag &= ~SELECT;
}
}
for(ml= mb->editelems->first; ml; ml= ml->next) {
for(a=0; a<hits; a++) {
if(ml->selcol1==buffer[ (4 * a) + 3 ]) {
ml->flag |= MB_SCALE_RAD;
if(select) ml->flag |= SELECT;
2010-11-03 02:28:11 +00:00
else ml->flag &= ~SELECT;
break;
}
if(ml->selcol2==buffer[ (4 * a) + 3 ]) {
ml->flag &= ~MB_SCALE_RAD;
if(select) ml->flag |= SELECT;
2010-11-03 02:28:11 +00:00
else ml->flag &= ~SELECT;
break;
}
}
}
return OPERATOR_FINISHED;
}
static int do_armature_box_select(ViewContext *vc, rcti *rect, short select, short extend)
{
bArmature *arm= vc->obedit->data;
EditBone *ebone;
int a;
unsigned int buffer[4*MAXPICKBUF];
short hits;
hits= view3d_opengl_select(vc, buffer, MAXPICKBUF, rect);
/* clear flag we use to detect point was affected */
for(ebone= arm->edbo->first; ebone; ebone= ebone->next)
ebone->flag &= ~BONE_DONE;
if (extend==0 && select)
ED_armature_deselect_all_visible(vc->obedit);
/* first we only check points inside the border */
for (a=0; a<hits; a++){
int index = buffer[(4*a)+3];
if (index!=-1) {
ebone = BLI_findlink(arm->edbo, index & ~(BONESEL_ANY));
if ((ebone->flag & BONE_UNSELECTABLE)==0) {
if (index & BONESEL_TIP) {
ebone->flag |= BONE_DONE;
if (select) ebone->flag |= BONE_TIPSEL;
else ebone->flag &= ~BONE_TIPSEL;
}
if (index & BONESEL_ROOT) {
ebone->flag |= BONE_DONE;
if (select) ebone->flag |= BONE_ROOTSEL;
else ebone->flag &= ~BONE_ROOTSEL;
}
}
}
}
/* now we have to flush tag from parents... */
for(ebone= arm->edbo->first; ebone; ebone= ebone->next) {
if(ebone->parent && (ebone->flag & BONE_CONNECTED)) {
if(ebone->parent->flag & BONE_DONE)
ebone->flag |= BONE_DONE;
}
}
/* only select/deselect entire bones when no points where in the rect */
for (a=0; a<hits; a++){
int index = buffer[(4*a)+3];
if (index!=-1) {
ebone = BLI_findlink(arm->edbo, index & ~(BONESEL_ANY));
if (index & BONESEL_BONE) {
if ((ebone->flag & BONE_UNSELECTABLE)==0) {
if(!(ebone->flag & BONE_DONE)) {
if (select)
ebone->flag |= (BONE_ROOTSEL|BONE_TIPSEL|BONE_SELECTED);
else
ebone->flag &= ~(BONE_ROOTSEL|BONE_TIPSEL|BONE_SELECTED);
}
}
}
}
}
ED_armature_sync_selection(arm->edbo);
return OPERATOR_CANCELLED;
}
static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, int select, int extend)
{
Bone *bone;
Object *ob= vc->obact;
unsigned int *vbuffer=NULL; /* selection buffer */
unsigned int *col; /* color in buffer */
int bone_only;
int bone_selected=0;
int totobj= MAXPICKBUF; // XXX solve later
short hits;
if((ob) && (ob->mode & OB_MODE_POSE))
bone_only= 1;
else
bone_only= 0;
if (extend == 0 && select) {
if (bone_only) {
CTX_DATA_BEGIN(C, bPoseChannel *, pchan, visible_pose_bones) {
if ((pchan->bone->flag & BONE_UNSELECTABLE)==0) {
pchan->bone->flag &= ~(BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
}
}
CTX_DATA_END;
} else {
object_deselect_all_visible(vc->scene, vc->v3d);
}
}
/* selection buffer now has bones potentially too, so we add MAXPICKBUF */
vbuffer = MEM_mallocN(4 * (totobj+MAXPICKBUF) * sizeof(unsigned int), "selection buffer");
hits= view3d_opengl_select(vc, vbuffer, 4*(totobj+MAXPICKBUF), rect);
/*
LOGIC NOTES (theeth):
The buffer and ListBase have the same relative order, which makes the selection
very simple. Loop through both data sets at the same time, if the color
is the same as the object, we have a hit and can move to the next color
and object pair, if not, just move to the next object,
keeping the same color until we have a hit.
The buffer order is defined by OGL standard, hopefully no stupid GFX card
does it incorrectly.
*/
if (hits>0) { /* no need to loop if there's no hit */
Base *base;
col = vbuffer + 3;
for(base= vc->scene->base.first; base && hits; base= base->next) {
if(BASE_SELECTABLE(vc->v3d, base)) {
while (base->selcol == (*col & 0xFFFF)) { /* we got an object */
if(*col & 0xFFFF0000) { /* we got a bone */
bone = get_indexed_bone(base->object, *col & ~(BONESEL_ANY));
if(bone) {
if(select) {
if ((bone->flag & BONE_UNSELECTABLE)==0) {
bone->flag |= BONE_SELECTED;
bone_selected=1;
// XXX select_actionchannel_by_name(base->object->action, bone->name, 1);
}
}
else {
bArmature *arm= base->object->data;
bone->flag &= ~BONE_SELECTED;
// XXX select_actionchannel_by_name(base->object->action, bone->name, 0);
if(arm->act_bone==bone)
arm->act_bone= NULL;
}
}
}
else if(!bone_only) {
if (select)
ED_base_object_select(base, BA_SELECT);
else
ED_base_object_select(base, BA_DESELECT);
}
col+=4; /* next color */
hits--;
if(hits==0) break;
}
}
if (bone_selected) {
WM_event_add_notifier(C, NC_OBJECT|ND_BONE_SELECT, base->object);
}
}
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, vc->scene);
}
MEM_freeN(vbuffer);
return hits > 0 ? OPERATOR_FINISHED : OPERATOR_CANCELLED;
}
static int view3d_borderselect_exec(bContext *C, wmOperator *op)
{
ViewContext vc;
rcti rect;
short extend;
short select;
int ret= OPERATOR_CANCELLED;
view3d_operator_needs_opengl(C);
/* setup view context for argument to callbacks */
view3d_set_viewcontext(C, &vc);
select= (RNA_int_get(op->ptr, "gesture_mode")==GESTURE_MODAL_SELECT);
rect.xmin= RNA_int_get(op->ptr, "xmin");
rect.ymin= RNA_int_get(op->ptr, "ymin");
rect.xmax= RNA_int_get(op->ptr, "xmax");
rect.ymax= RNA_int_get(op->ptr, "ymax");
extend = RNA_boolean_get(op->ptr, "extend");
if(vc.obedit) {
switch(vc.obedit->type) {
case OB_MESH:
vc.em= ((Mesh *)vc.obedit->data)->edit_mesh;
ret= do_mesh_box_select(&vc, &rect, select, extend);
// if (EM_texFaceCheck())
if(ret & OPERATOR_FINISHED) {
WM_event_add_notifier(C, NC_GEOM|ND_SELECT, vc.obedit->data);
}
break;
case OB_CURVE:
case OB_SURF:
ret= do_nurbs_box_select(&vc, &rect, select, extend);
break;
case OB_MBALL:
ret= do_meta_box_select(&vc, &rect, select, extend);
break;
case OB_ARMATURE:
ret= do_armature_box_select(&vc, &rect, select, extend);
if(ret & OPERATOR_FINISHED) {
WM_event_add_notifier(C, NC_OBJECT|ND_BONE_SELECT, vc.obedit);
}
break;
case OB_LATTICE:
ret= do_lattice_box_select(&vc, &rect, select, extend);
if(ret & OPERATOR_FINISHED) {
WM_event_add_notifier(C, NC_GEOM|ND_SELECT, vc.obedit->data);
}
break;
default:
assert(!"border select on incorrect object type");
}
}
else { /* no editmode, unified for bones and objects */
if(vc.obact && vc.obact->mode & OB_MODE_SCULPT) {
/* pass */
}
else if(vc.obact && paint_facesel_test(vc.obact)) {
ret= do_paintface_box_select(&vc, &rect, select, extend);
}
else if(vc.obact && paint_vertsel_test(vc.obact)) {
ret= do_paintvert_box_select(&vc, &rect, select, extend);
}
else if(vc.obact && vc.obact->mode & OB_MODE_PARTICLE_EDIT) {
ret= PE_border_select(C, &rect, select, extend);
}
else { /* object mode with none active */
ret= do_object_pose_box_select(C, &vc, &rect, select, extend);
}
}
return ret;
}
/* *****************Selection Operators******************* */
/* ****** Border Select ****** */
void VIEW3D_OT_select_border(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Border Select";
ot->description= "Select items using border selection";
ot->idname= "VIEW3D_OT_select_border";
/* api callbacks */
ot->invoke= WM_border_select_invoke;
ot->exec= view3d_borderselect_exec;
ot->modal= WM_border_select_modal;
ot->poll= view3d_selectable_data;
ot->cancel= WM_border_select_cancel;
/* flags */
2009-04-27 13:44:11 +00:00
ot->flag= OPTYPE_UNDO;
/* rna */
WM_operator_properties_gesture_border(ot, TRUE);
}
/*Jason*/
static void findnearestWPvert__doClosest(void *userData, MVert *mv, int x, int y, int index)
{
struct { MVert *mv; short dist, select; int mval[2]; } *data = userData;
float temp = abs(data->mval[0]-x) + abs(data->mval[1]-y);
mv = mv+index;
if((mv->flag & SELECT)==data->select)
temp += 5;
if(temp<data->dist) {
data->dist = temp;
data->mv = mv;
}
}
/*Jason*/
static MVert *findnearestWPvert(ViewContext *vc, Object *obact, Mesh *me, const int mval[2], int sel)
{
/* sel==1: selected gets a disadvantage */
struct { MVert *mv; short dist, select; int mval[2]; } data = {NULL};
data.dist = 100;
data.select = sel;
data.mval[0]= mval[0];
data.mval[1]= mval[1];
mesh_obmode_foreachScreenVert(vc, findnearestWPvert__doClosest, &data, 1);
return data.mv;
}
/* Jason */
/* mouse selection in weight paint */
/* gets called via generic mouse select operator */
int mouse_wp_select(bContext *C, const int mval[2], short extend, Object *obact, Mesh* me)
{
MVert *mv;
ViewContext *vc = NULL;
vc = MEM_callocN(sizeof(ViewContext), "wp_m_sel_viewcontext");
vc->ar= CTX_wm_region(C);
vc->scene= CTX_data_scene(C);
vc->v3d= CTX_wm_view3d(C);
vc->rv3d= CTX_wm_region_view3d(C);
vc->obact= obact;
vc->mval[0] = mval[0];
vc->mval[1] = mval[1];
ED_view3d_init_mats_rv3d(obact, vc->rv3d);
if(mv = findnearestWPvert(vc, obact, me, mval, 1)) {
if(extend) {
mv->flag ^= 1;
} else {
paintvert_deselect_all_visible(obact, SEL_DESELECT, FALSE);
mv->flag |= 1;
}
paintvert_flush_flags(obact);
WM_event_add_notifier(C, NC_GEOM|ND_SELECT, obact->data);
MEM_freeN(vc);
return 1;
}
MEM_freeN(vc);
return 0;
}
/* ****** Mouse Select ****** */
static int view3d_select_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
Object *obedit= CTX_data_edit_object(C);
Object *obact= CTX_data_active_object(C);
short extend= RNA_boolean_get(op->ptr, "extend");
short center= RNA_boolean_get(op->ptr, "center");
short enumerate= RNA_boolean_get(op->ptr, "enumerate");
int retval = 0;
// Jason
Mesh *me;
Scene *scene = CTX_data_scene(C);
view3d_operator_needs_opengl(C);
if(obedit) {
if(obedit->type==OB_MESH)
retval = mouse_mesh(C, event->mval, extend);
else if(obedit->type==OB_ARMATURE)
retval = mouse_armature(C, event->mval, extend);
else if(obedit->type==OB_LATTICE)
retval = mouse_lattice(C, event->mval, extend);
else if(ELEM(obedit->type, OB_CURVE, OB_SURF))
retval = mouse_nurb(C, event->mval, extend);
else if(obedit->type==OB_MBALL)
retval = mouse_mball(C, event->mval, extend);
}
else if(obact && obact->mode & OB_MODE_SCULPT)
return OPERATOR_CANCELLED;
else if(obact && obact->mode & OB_MODE_PARTICLE_EDIT)
return PE_mouse_particles(C, event->mval, extend);
else if(obact && paint_facesel_test(obact))
retval = paintface_mouse_select(C, obact, event->mval, extend);
/*Jason*/
else if (paint_vertsel_test(obact) && (me = (Mesh*)(obact->data))) {
retval = mouse_wp_select(C, event->mval, extend, obact, me);
} else {
retval = mouse_select(C, event->mval, extend, center, enumerate);
}
/* passthrough allows tweaks
* FINISHED to signal one operator worked
* */
if (retval)
return OPERATOR_PASS_THROUGH|OPERATOR_FINISHED;
else
return OPERATOR_PASS_THROUGH; /* nothing selected, just passthrough */
}
void VIEW3D_OT_select(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Activate/Select";
ot->description= "Activate/select item(s)";
ot->idname= "VIEW3D_OT_select";
/* api callbacks */
ot->invoke= view3d_select_invoke;
ot->poll= ED_operator_view3d_active;
/* flags */
2009-04-27 13:44:11 +00:00
ot->flag= OPTYPE_UNDO;
/* properties */
RNA_def_boolean(ot->srna, "extend", 0, "Extend", "Extend selection instead of deselecting everything first.");
RNA_def_boolean(ot->srna, "center", 0, "Center", "Use the object center when selecting (object mode only).");
RNA_def_boolean(ot->srna, "enumerate", 0, "Enumerate", "List objects under the mouse (object mode only).");
}
/* -------------------- circle select --------------------------------------------- */
static void mesh_circle_doSelectVert(void *userData, EditVert *eve, int x, int y, int UNUSED(index))
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } *data = userData;
int mx = x - data->mval[0], my = y - data->mval[1];
float r = sqrt(mx*mx + my*my);
if (r<=data->radius) {
eve->f = data->select?(eve->f|1):(eve->f&~1);
}
}
/* Jason */
static void mesh_obmode_circle_doSelectVert(void *userData, MVert *mv, int x, int y, int UNUSED(index))
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } *data = userData;
int mx = x - data->mval[0], my = y - data->mval[1];
float r = sqrt(mx*mx + my*my);
if (r<=data->radius) {
mv->flag = data->select?(mv->flag|1):(mv->flag&~1);
}
}
static void mesh_circle_doSelectEdge(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int UNUSED(index))
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } *data = userData;
if (edge_inside_circle(data->mval[0], data->mval[1], (short) data->radius, x0, y0, x1, y1)) {
EM_select_edge(eed, data->select);
}
}
static void mesh_circle_doSelectFace(void *userData, EditFace *efa, int x, int y, int UNUSED(index))
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } *data = userData;
int mx = x - data->mval[0], my = y - data->mval[1];
float r = sqrt(mx*mx + my*my);
if (r<=data->radius) {
EM_select_face_fgon(data->vc->em, efa, data->select);
}
}
static void mesh_circle_select(ViewContext *vc, int select, const int mval[2], float rad)
{
ToolSettings *ts= vc->scene->toolsettings;
int bbsel;
struct {ViewContext *vc; short select; int mval[2]; float radius; } data;
bbsel= EM_init_backbuf_circle(vc, mval[0], mval[1], (short)(rad+1.0f));
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
vc->em= ((Mesh *)vc->obedit->data)->edit_mesh;
data.vc = vc;
data.select = select;
data.mval[0] = mval[0];
data.mval[1] = mval[1];
data.radius = rad;
if(ts->selectmode & SCE_SELECT_VERTEX) {
if(bbsel) {
EM_backbuf_checkAndSelectVerts(vc->em, select==LEFTMOUSE);
} else {
mesh_foreachScreenVert(vc, mesh_circle_doSelectVert, &data, 1);
}
}
if(ts->selectmode & SCE_SELECT_EDGE) {
if (bbsel) {
EM_backbuf_checkAndSelectEdges(vc->em, select==LEFTMOUSE);
} else {
mesh_foreachScreenEdge(vc, mesh_circle_doSelectEdge, &data, 0);
}
}
if(ts->selectmode & SCE_SELECT_FACE) {
if(bbsel) {
EM_backbuf_checkAndSelectFaces(vc->em, select==LEFTMOUSE);
} else {
mesh_foreachScreenFace(vc, mesh_circle_doSelectFace, &data);
}
}
EM_free_backbuf();
EM_selectmode_flush(vc->em);
}
static void paint_facesel_circle_select(ViewContext *vc, int select, const int mval[2], float rad)
{
Object *ob= vc->obact;
Mesh *me = ob?ob->data:NULL;
int bbsel;
if (me) {
em_vertoffs= me->totface+1; /* max index array */
bbsel= EM_init_backbuf_circle(vc, mval[0], mval[1], (short)(rad+1.0f));
EM_backbuf_checkAndSelectTFaces(me, select==LEFTMOUSE);
EM_free_backbuf();
}
}
/* Jason */
static void paint_vertsel_circle_select(ViewContext *vc, int select, const int mval[2], float rad)
{
Object *ob= vc->obact;
Mesh *me = ob?ob->data:NULL;
struct {ViewContext *vc; short select; int mval[2]; float radius; } data = {NULL};
if (me) {
ED_view3d_init_mats_rv3d(ob, vc->rv3d);
data.radius = rad;
data.vc = vc;
data.select = select;
data.mval[0]= mval[0];
data.mval[1]= mval[1];
mesh_obmode_foreachScreenVert(vc, mesh_obmode_circle_doSelectVert, &data, 1);
paintvert_flush_flags(ob);
}
}
static void nurbscurve_circle_doSelect(void *userData, Nurb *UNUSED(nu), BPoint *bp, BezTriple *bezt, int beztindex, int x, int y)
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } *data = userData;
int mx = x - data->mval[0], my = y - data->mval[1];
float r = sqrt(mx*mx + my*my);
Object *obedit= data->vc->obedit;
Curve *cu= (Curve*)obedit->data;
if (r<=data->radius) {
if (bp) {
bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
if (bp == cu->lastsel && !(bp->f1 & 1)) cu->lastsel = NULL;
} else {
if (cu->drawflag & CU_HIDE_HANDLES) {
/* can only be beztindex==0 here since handles are hidden */
bezt->f1 = bezt->f2 = bezt->f3 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
} else {
if (beztindex==0) {
bezt->f1 = data->select?(bezt->f1|SELECT):(bezt->f1&~SELECT);
} else if (beztindex==1) {
bezt->f2 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
} else {
bezt->f3 = data->select?(bezt->f3|SELECT):(bezt->f3&~SELECT);
}
}
if (bezt == cu->lastsel && !(bezt->f2 & 1)) cu->lastsel = NULL;
}
}
}
static void nurbscurve_circle_select(ViewContext *vc, int select, const int mval[2], float rad)
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } data;
/* set vc-> edit data */
data.select = select;
data.mval[0] = mval[0];
data.mval[1] = mval[1];
data.radius = rad;
data.vc = vc;
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
nurbs_foreachScreenVert(vc, nurbscurve_circle_doSelect, &data);
}
static void latticecurve_circle_doSelect(void *userData, BPoint *bp, int x, int y)
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } *data = userData;
int mx = x - data->mval[0], my = y - data->mval[1];
float r = sqrt(mx*mx + my*my);
if (r<=data->radius) {
bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
}
}
static void lattice_circle_select(ViewContext *vc, int select, const int mval[2], float rad)
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } data;
/* set vc-> edit data */
data.select = select;
data.mval[0] = mval[0];
data.mval[1] = mval[1];
data.radius = rad;
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
lattice_foreachScreenVert(vc, latticecurve_circle_doSelect, &data);
}
// NOTE: pose-bone case is copied from editbone case...
static short pchan_circle_doSelectJoint(void *userData, bPoseChannel *pchan, int x, int y)
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } *data = userData;
int mx = x - data->mval[0], my = y - data->mval[1];
float r = sqrt(mx*mx + my*my);
if (r <= data->radius) {
if (data->select)
pchan->bone->flag |= BONE_SELECTED;
else
pchan->bone->flag &= ~BONE_SELECTED;
return 1;
}
return 0;
}
static void pose_circle_select(ViewContext *vc, int select, const int mval[2], float rad)
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } data;
bPose *pose = vc->obact->pose;
bPoseChannel *pchan;
int change= FALSE;
/* set vc->edit data */
data.select = select;
data.mval[0] = mval[0];
data.mval[1] = mval[1];
data.radius = rad;
ED_view3d_init_mats_rv3d(vc->obact, vc->rv3d); /* for foreach's screen/vert projection */
/* check each PoseChannel... */
// TODO: could be optimised at some point
for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
short sco1[2], sco2[2], didpoint=0;
float vec[3];
/* project head location to screenspace */
mul_v3_m4v3(vec, vc->obact->obmat, pchan->pose_head);
project_short(vc->ar, vec, sco1);
/* project tail location to screenspace */
mul_v3_m4v3(vec, vc->obact->obmat, pchan->pose_tail);
project_short(vc->ar, vec, sco2);
/* check if the head and/or tail is in the circle
* - the call to check also does the selection already
*/
if (pchan_circle_doSelectJoint(&data, pchan, sco1[0], sco1[1]))
didpoint= 1;
if (pchan_circle_doSelectJoint(&data, pchan, sco2[0], sco2[1]))
didpoint= 1;
change |= didpoint;
}
if (change) {
WM_main_add_notifier(NC_OBJECT|ND_BONE_SELECT, vc->obact);
}
}
static short armature_circle_doSelectJoint(void *userData, EditBone *ebone, int x, int y, short head)
{
struct {ViewContext *vc; short select; int mval[2]; float radius; } *data = userData;
int mx = x - data->mval[0], my = y - data->mval[1];
float r = sqrt(mx*mx + my*my);
if (r <= data->radius) {
if (head) {
if (data->select)
ebone->flag |= BONE_ROOTSEL;
else
ebone->flag &= ~BONE_ROOTSEL;
}
else {
if (data->select)
ebone->flag |= BONE_TIPSEL;
else
ebone->flag &= ~BONE_TIPSEL;
}
return 1;
}
return 0;
}
static void armature_circle_select(ViewContext *vc, int select, const int mval[2], float rad)
{
struct {ViewContext *vc; short select, mval[2]; float radius; } data;
bArmature *arm= vc->obedit->data;
EditBone *ebone;
int change= FALSE;
/* set vc->edit data */
data.select = select;
data.mval[0] = mval[0];
data.mval[1] = mval[1];
data.radius = rad;
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
/* check each EditBone... */
// TODO: could be optimised at some point
for (ebone= arm->edbo->first; ebone; ebone=ebone->next) {
short sco1[2], sco2[2], didpoint=0;
float vec[3];
/* project head location to screenspace */
mul_v3_m4v3(vec, vc->obedit->obmat, ebone->head);
project_short(vc->ar, vec, sco1);
/* project tail location to screenspace */
mul_v3_m4v3(vec, vc->obedit->obmat, ebone->tail);
project_short(vc->ar, vec, sco2);
/* check if the head and/or tail is in the circle
* - the call to check also does the selection already
*/
if (armature_circle_doSelectJoint(&data, ebone, sco1[0], sco1[1], 1))
didpoint= 1;
if (armature_circle_doSelectJoint(&data, ebone, sco2[0], sco2[1], 0))
didpoint= 1;
/* only if the endpoints didn't get selected, deal with the middle of the bone too */
// XXX should we just do this always?
if ( (didpoint==0) && edge_inside_circle(mval[0], mval[1], rad, sco1[0], sco1[1], sco2[0], sco2[1]) ) {
if (select)
ebone->flag |= BONE_TIPSEL|BONE_ROOTSEL|BONE_SELECTED;
else
ebone->flag &= ~(BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
change= TRUE;
}
change |= didpoint;
}
if(change) {
ED_armature_sync_selection(arm->edbo);
ED_armature_validate_active(arm);
WM_main_add_notifier(NC_OBJECT|ND_BONE_SELECT, vc->obedit);
}
}
/** Callbacks for circle selection in Editmode */
static void obedit_circle_select(ViewContext *vc, short select, const int mval[2], float rad)
{
switch(vc->obedit->type) {
case OB_MESH:
mesh_circle_select(vc, select, mval, rad);
break;
case OB_CURVE:
case OB_SURF:
nurbscurve_circle_select(vc, select, mval, rad);
break;
case OB_LATTICE:
lattice_circle_select(vc, select, mval, rad);
break;
case OB_ARMATURE:
armature_circle_select(vc, select, mval, rad);
break;
default:
return;
}
}
/* not a real operator, only for circle test */
static int view3d_circle_select_exec(bContext *C, wmOperator *op)
{
ScrArea *sa= CTX_wm_area(C);
ARegion *ar= CTX_wm_region(C);
Scene *scene= CTX_data_scene(C);
Object *obact= CTX_data_active_object(C);
View3D *v3d= sa->spacedata.first;
int x= RNA_int_get(op->ptr, "x");
int y= RNA_int_get(op->ptr, "y");
int radius= RNA_int_get(op->ptr, "radius");
int gesture_mode= RNA_int_get(op->ptr, "gesture_mode");
int select;
select= (gesture_mode==GESTURE_MODAL_SELECT);
// Jason
if( CTX_data_edit_object(C) || paint_facesel_test(obact) || paint_vertsel_test(obact) ||
(obact && (obact->mode & (OB_MODE_PARTICLE_EDIT|OB_MODE_POSE))) )
{
ViewContext vc;
int mval[2];
2.5 Sanitized the 'tweak' event. Original idea was to have WM event system generating it automatically. However, I first tested it via a handler and operator, to check what kind of configurations would be useful. It appeared to not work nice, also because that inserting a tweak operator in a keymap is confusing. Now 'tweaks' are generated automatically, and can be catched by keymaps as any event. The current definition of tweak is: - if Left/Middle/Rightmouse pressed if event wasn't handled by window queue (modal handlers) start checking mousepositions - while mousepositions are checked - escape on any event other than mouse - on mouse events: - add tweak event if mousemove > 10 pixels - stop checking for tweak if mousebutton released - Tweak events have a define indicating mousebutton used EVT_TWEAK_L, EVT_TWEAK_M, EVT_TWEAK_R - In keymap definitions you can use _S or _A to map to action or select mouse userdef. - Event value in keymap should be KM_ANY for all tweaks, or use one of the eight directions: EVT_GESTURE_E, _SE, _S, _SW, _W, _NW, _N, _NE - And of course you can add modifier checks in keymaps for it. - Because tweaks are a result of mouse events, the handlers get both to evaluate. That means that RMB-select + tweak will work correctly. In case you don't want both to be handled, for example the CTRL+LMB 'extrude' and CTRL+LMB-tweak 'lasso select', you will need to set the first acting on a EVT_RELEASE, this event only gets passed on when tweak fails. The current system allows all options, configurable, we had in 2.48, and many more! A diagram of what's possible is on the todo. :) Also in this commit: lasso select editmesh failed with 'zbuffer occluded select'. Also circle-select failed.
2009-02-02 14:13:14 +00:00
view3d_operator_needs_opengl(C);
view3d_set_viewcontext(C, &vc);
mval[0]= x;
mval[1]= y;
if(CTX_data_edit_object(C)) {
obedit_circle_select(&vc, select, mval, (float)radius);
WM_event_add_notifier(C, NC_GEOM|ND_SELECT, obact->data);
}
else if(paint_facesel_test(obact)) {
paint_facesel_circle_select(&vc, select, mval, (float)radius);
WM_event_add_notifier(C, NC_GEOM|ND_SELECT, obact->data);
}/* Jason */
else if(paint_vertsel_test(obact)) {
paint_vertsel_circle_select(&vc, select, mval, (float)radius);
WM_event_add_notifier(C, NC_GEOM|ND_SELECT, obact->data);
}
else if(obact->mode & OB_MODE_POSE)
pose_circle_select(&vc, select, mval, (float)radius);
else
return PE_circle_select(C, select, mval, (float)radius);
}
else if(obact && obact->mode & OB_MODE_SCULPT) {
return OPERATOR_CANCELLED;
}
else {
Base *base;
select= select?BA_SELECT:BA_DESELECT;
for(base= FIRSTBASE; base; base= base->next) {
if(BASE_SELECTABLE(v3d, base)) {
project_short(ar, base->object->obmat[3], &base->sx);
if(base->sx!=IS_CLIPPED) {
int dx= base->sx-x;
int dy= base->sy-y;
if( dx*dx + dy*dy < radius*radius)
ED_base_object_select(base, select);
}
}
}
WM_event_add_notifier(C, NC_SCENE|ND_OB_SELECT, CTX_data_scene(C));
}
return OPERATOR_FINISHED;
}
void VIEW3D_OT_select_circle(wmOperatorType *ot)
{
ot->name= "Circle Select";
ot->description= "Select items using circle selection";
ot->idname= "VIEW3D_OT_select_circle";
ot->invoke= WM_gesture_circle_invoke;
ot->modal= WM_gesture_circle_modal;
ot->exec= view3d_circle_select_exec;
ot->poll= view3d_selectable_data;
ot->cancel= WM_gesture_circle_cancel;
/* flags */
2009-04-27 13:44:11 +00:00
ot->flag= OPTYPE_UNDO;
RNA_def_int(ot->srna, "x", 0, INT_MIN, INT_MAX, "X", "", INT_MIN, INT_MAX);
RNA_def_int(ot->srna, "y", 0, INT_MIN, INT_MAX, "Y", "", INT_MIN, INT_MAX);
RNA_def_int(ot->srna, "radius", 0, INT_MIN, INT_MAX, "Radius", "", INT_MIN, INT_MAX);
RNA_def_int(ot->srna, "gesture_mode", 0, INT_MIN, INT_MAX, "Event Type", "", INT_MIN, INT_MAX);
}