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blender-archive/source/blender/editors/space_buttons/buttons_context.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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) 2009 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_buttons/buttons_context.c
* \ingroup spbuttons
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "DNA_armature_types.h"
#include "DNA_group_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "DNA_brush_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_context.h"
#include "BKE_action.h"
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
#include "BKE_layer.h"
#include "BKE_material.h"
#include "BKE_modifier.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_screen.h"
#include "BKE_texture.h"
#include "BKE_linestyle.h"
#include "BKE_workspace.h"
#include "RNA_access.h"
#include "ED_buttons.h"
#include "ED_armature.h"
#include "ED_screen.h"
#include "ED_physics.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "WM_api.h"
2012-05-08 15:30:00 +00:00
#include "buttons_intern.h" // own include
static int set_pointer_type(ButsContextPath *path, bContextDataResult *result, StructRNA *type)
{
PointerRNA *ptr;
int a;
2012-05-08 15:30:00 +00:00
for (a = 0; a < path->len; a++) {
ptr = &path->ptr[a];
if (RNA_struct_is_a(ptr->type, type)) {
CTX_data_pointer_set(result, ptr->id.data, ptr->type, ptr->data);
return 1;
}
}
return 0;
}
static PointerRNA *get_pointer_type(ButsContextPath *path, StructRNA *type)
{
PointerRNA *ptr;
int a;
2012-05-08 15:30:00 +00:00
for (a = 0; a < path->len; a++) {
ptr = &path->ptr[a];
if (RNA_struct_is_a(ptr->type, type))
return ptr;
}
return NULL;
}
/************************* Creating the Path ************************/
static int buttons_context_path_scene(ButsContextPath *path)
{
2012-05-08 15:30:00 +00:00
PointerRNA *ptr = &path->ptr[path->len - 1];
/* this one just verifies */
return RNA_struct_is_a(ptr->type, &RNA_Scene);
}
static int buttons_context_path_view_layer(ButsContextPath *path, wmWindow *win)
{
if (buttons_context_path_scene(path)) {
Scene *scene = path->ptr[path->len - 1].data;
ViewLayer *view_layer = (win->scene == scene) ?
WM_window_get_active_view_layer(win) :
BKE_view_layer_default_view(scene);
RNA_pointer_create(&scene->id, &RNA_ViewLayer, view_layer, &path->ptr[path->len]);
path->len++;
return 1;
}
return 0;
}
/* note: this function can return 1 without adding a world to the path
* so the buttons stay visible, but be sure to check the ID type if a ID_WO */
static int buttons_context_path_world(ButsContextPath *path)
{
Scene *scene;
World *world;
2012-05-08 15:30:00 +00:00
PointerRNA *ptr = &path->ptr[path->len - 1];
/* if we already have a (pinned) world, we're done */
if (RNA_struct_is_a(ptr->type, &RNA_World)) {
return 1;
}
/* if we have a scene, use the scene's world */
else if (buttons_context_path_scene(path)) {
2012-05-08 15:30:00 +00:00
scene = path->ptr[path->len - 1].data;
world = scene->world;
if (world) {
RNA_id_pointer_create(&scene->world->id, &path->ptr[path->len]);
path->len++;
return 1;
}
else {
return 1;
}
}
/* no path to a world possible */
return 0;
}
static int buttons_context_path_linestyle(ButsContextPath *path, wmWindow *window)
{
FreestyleLineStyle *linestyle;
PointerRNA *ptr = &path->ptr[path->len - 1];
/* if we already have a (pinned) linestyle, we're done */
if (RNA_struct_is_a(ptr->type, &RNA_FreestyleLineStyle)) {
return 1;
}
/* if we have a view layer, use the lineset's linestyle */
else if (buttons_context_path_view_layer(path, window)) {
ViewLayer *view_layer = path->ptr[path->len - 1].data;
linestyle = BKE_linestyle_active_from_view_layer(view_layer);
if (linestyle) {
RNA_id_pointer_create(&linestyle->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a linestyle possible */
return 0;
}
static int buttons_context_path_workspace(ButsContextPath *path)
{
PointerRNA *ptr = &path->ptr[path->len - 1];
/* This one just verifies. */
return RNA_struct_is_a(ptr->type, &RNA_WorkSpace);
}
static int buttons_context_path_object(ButsContextPath *path)
{
2012-05-08 15:30:00 +00:00
PointerRNA *ptr = &path->ptr[path->len - 1];
/* if we already have a (pinned) object, we're done */
if (RNA_struct_is_a(ptr->type, &RNA_Object)) {
return 1;
}
if (!RNA_struct_is_a(ptr->type, &RNA_ViewLayer)) {
return 0;
}
ViewLayer *view_layer = ptr->data;
Object *ob = (view_layer->basact) ? view_layer->basact->object : NULL;
if (ob) {
RNA_id_pointer_create(&ob->id, &path->ptr[path->len]);
path->len++;
return 1;
}
/* no path to a object possible */
return 0;
}
static int buttons_context_path_data(ButsContextPath *path, int type)
{
Object *ob;
2012-05-08 15:30:00 +00:00
PointerRNA *ptr = &path->ptr[path->len - 1];
/* if we already have a data, we're done */
if (RNA_struct_is_a(ptr->type, &RNA_Mesh) && (type == -1 || type == OB_MESH)) return 1;
else if (RNA_struct_is_a(ptr->type, &RNA_Curve) && (type == -1 || ELEM(type, OB_CURVE, OB_SURF, OB_FONT))) return 1;
else if (RNA_struct_is_a(ptr->type, &RNA_Armature) && (type == -1 || type == OB_ARMATURE)) return 1;
else if (RNA_struct_is_a(ptr->type, &RNA_MetaBall) && (type == -1 || type == OB_MBALL)) return 1;
else if (RNA_struct_is_a(ptr->type, &RNA_Lattice) && (type == -1 || type == OB_LATTICE)) return 1;
else if (RNA_struct_is_a(ptr->type, &RNA_Camera) && (type == -1 || type == OB_CAMERA)) return 1;
else if (RNA_struct_is_a(ptr->type, &RNA_Light) && (type == -1 || type == OB_LAMP)) return 1;
else if (RNA_struct_is_a(ptr->type, &RNA_Speaker) && (type == -1 || type == OB_SPEAKER)) return 1;
else if (RNA_struct_is_a(ptr->type, &RNA_LightProbe) && (type == -1 || type == OB_LIGHTPROBE)) return 1;
/* try to get an object in the path, no pinning supported here */
else if (buttons_context_path_object(path)) {
2012-05-08 15:30:00 +00:00
ob = path->ptr[path->len - 1].data;
if (ob && (type == -1 || type == ob->type)) {
RNA_id_pointer_create(ob->data, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to data possible */
return 0;
}
static int buttons_context_path_modifier(ButsContextPath *path)
{
Object *ob;
if (buttons_context_path_object(path)) {
2012-05-08 15:30:00 +00:00
ob = path->ptr[path->len - 1].data;
if (ob && ELEM(ob->type, OB_MESH, OB_CURVE, OB_FONT, OB_SURF, OB_LATTICE))
return 1;
}
return 0;
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
static int buttons_context_path_material(ButsContextPath *path)
{
Object *ob;
2012-05-08 15:30:00 +00:00
PointerRNA *ptr = &path->ptr[path->len - 1];
Material *ma;
/* if we already have a (pinned) material, we're done */
if (RNA_struct_is_a(ptr->type, &RNA_Material)) {
return 1;
}
/* if we have an object, use the object material slot */
else if (buttons_context_path_object(path)) {
2012-05-08 15:30:00 +00:00
ob = path->ptr[path->len - 1].data;
if (ob && OB_TYPE_SUPPORT_MATERIAL(ob->type)) {
2012-05-08 15:30:00 +00:00
ma = give_current_material(ob, ob->actcol);
RNA_id_pointer_create(&ma->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a material possible */
return 0;
}
static int buttons_context_path_bone(ButsContextPath *path)
{
bArmature *arm;
EditBone *edbo;
/* if we have an armature, get the active bone */
if (buttons_context_path_data(path, OB_ARMATURE)) {
2012-05-08 15:30:00 +00:00
arm = path->ptr[path->len - 1].data;
if (arm->edbo) {
if (arm->act_edbone) {
2012-05-08 15:30:00 +00:00
edbo = arm->act_edbone;
RNA_pointer_create(&arm->id, &RNA_EditBone, edbo, &path->ptr[path->len]);
path->len++;
return 1;
}
}
else {
if (arm->act_bone) {
RNA_pointer_create(&arm->id, &RNA_Bone, arm->act_bone, &path->ptr[path->len]);
path->len++;
return 1;
}
}
}
/* no path to a bone possible */
return 0;
}
static int buttons_context_path_pose_bone(ButsContextPath *path)
{
2012-05-08 15:30:00 +00:00
PointerRNA *ptr = &path->ptr[path->len - 1];
/* if we already have a (pinned) PoseBone, we're done */
if (RNA_struct_is_a(ptr->type, &RNA_PoseBone)) {
return 1;
}
/* if we have an armature, get the active bone */
if (buttons_context_path_object(path)) {
2012-05-08 15:30:00 +00:00
Object *ob = path->ptr[path->len - 1].data;
bArmature *arm = ob->data; /* path->ptr[path->len-1].data - works too */
if (ob->type != OB_ARMATURE || arm->edbo) {
return 0;
}
else {
if (arm->act_bone) {
2012-05-08 15:30:00 +00:00
bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, arm->act_bone->name);
if (pchan) {
RNA_pointer_create(&ob->id, &RNA_PoseBone, pchan, &path->ptr[path->len]);
path->len++;
return 1;
}
}
}
}
/* no path to a bone possible */
return 0;
}
static int buttons_context_path_particle(ButsContextPath *path)
{
Object *ob;
ParticleSystem *psys;
PointerRNA *ptr = &path->ptr[path->len - 1];
/* if we already have (pinned) particle settings, we're done */
if (RNA_struct_is_a(ptr->type, &RNA_ParticleSettings)) {
return 1;
}
/* if we have an object, get the active particle system */
if (buttons_context_path_object(path)) {
ob = path->ptr[path->len - 1].data;
if (ob && ob->type == OB_MESH) {
psys = psys_get_current(ob);
RNA_pointer_create(&ob->id, &RNA_ParticleSystem, psys, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a particle system possible */
return 0;
}
static int buttons_context_path_brush(const bContext *C, ButsContextPath *path)
{
Scene *scene;
2012-05-08 15:30:00 +00:00
Brush *br = NULL;
PointerRNA *ptr = &path->ptr[path->len - 1];
/* if we already have a (pinned) brush, we're done */
if (RNA_struct_is_a(ptr->type, &RNA_Brush)) {
return 1;
}
/* if we have a scene, use the toolsettings brushes */
else if (buttons_context_path_scene(path)) {
2012-05-08 15:30:00 +00:00
scene = path->ptr[path->len - 1].data;
if (scene) {
ViewLayer *view_layer = CTX_data_view_layer(C);
br = BKE_paint_brush(BKE_paint_get_active(scene, view_layer));
}
if (br) {
RNA_id_pointer_create((ID *)br, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a brush possible */
return 0;
}
static int buttons_context_path_texture(const bContext *C, ButsContextPath *path, ButsContextTexture *ct)
{
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
PointerRNA *ptr = &path->ptr[path->len - 1];
ID *id;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
if (!ct)
return 0;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
/* if we already have a (pinned) texture, we're done */
if (RNA_struct_is_a(ptr->type, &RNA_Texture))
return 1;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
if (!ct->user)
return 0;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
id = ct->user->id;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
if (id) {
if (GS(id->name) == ID_BR)
buttons_context_path_brush(C, path);
else if (GS(id->name) == ID_PA)
buttons_context_path_particle(path);
else if (GS(id->name) == ID_OB)
buttons_context_path_object(path);
else if (GS(id->name) == ID_LS)
buttons_context_path_linestyle(path, CTX_wm_window(C));
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
if (ct->texture) {
RNA_id_pointer_create(&ct->texture->id, &path->ptr[path->len]);
path->len++;
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
return 1;
}
2014-05-04 00:04:12 +10:00
#ifdef WITH_FREESTYLE
static bool buttons_context_linestyle_pinnable(const bContext *C, ViewLayer *view_layer)
{
Scene *scene = CTX_data_scene(C);
FreestyleConfig *config;
SpaceButs *sbuts;
/* if Freestyle is disabled in the scene */
if ((scene->r.mode & R_EDGE_FRS) == 0) {
return false;
}
/* if Freestyle is not in the Parameter Editor mode */
config = &view_layer->freestyle_config;
if (config->mode != FREESTYLE_CONTROL_EDITOR_MODE) {
return false;
}
/* if the scene has already been pinned */
sbuts = CTX_wm_space_buts(C);
if (sbuts->pinid && sbuts->pinid == &scene->id) {
return false;
}
return true;
}
2014-05-04 00:04:12 +10:00
#endif
static int buttons_context_path(const bContext *C, ButsContextPath *path, int mainb, int flag)
{
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SpaceButs *sbuts = CTX_wm_space_buts(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
wmWindow *window = CTX_wm_window(C);
WorkSpace *workspace = CTX_wm_workspace(C);
ID *id;
int found;
memset(path, 0, sizeof(*path));
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path->flag = flag;
/* If some ID datablock is pinned, set the root pointer. */
if (sbuts->pinid) {
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id = sbuts->pinid;
RNA_id_pointer_create(id, &path->ptr[0]);
path->len++;
}
/* No pinned root, use scene as initial root. */
else {
if (ELEM(mainb, BCONTEXT_WORKSPACE, BCONTEXT_TOOL)) {
RNA_id_pointer_create(&workspace->id, &path->ptr[0]);
path->len++;
}
else {
RNA_id_pointer_create(&scene->id, &path->ptr[0]);
path->len++;
if (!ELEM(mainb, BCONTEXT_SCENE, BCONTEXT_RENDER, BCONTEXT_VIEW_LAYER, BCONTEXT_WORLD)) {
RNA_pointer_create(NULL, &RNA_ViewLayer, view_layer, &path->ptr[path->len]);
path->len++;
}
}
}
/* now for each buttons context type, we try to construct a path,
* tracing back recursively */
switch (mainb) {
case BCONTEXT_SCENE:
case BCONTEXT_RENDER:
found = buttons_context_path_scene(path);
break;
case BCONTEXT_VIEW_LAYER:
#ifdef WITH_FREESTYLE
if (buttons_context_linestyle_pinnable(C, view_layer)) {
found = buttons_context_path_linestyle(path, window);
if (found) {
break;
}
}
#endif
found = buttons_context_path_view_layer(path, window);
break;
case BCONTEXT_WORLD:
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found = buttons_context_path_world(path);
break;
case BCONTEXT_TOOL:
case BCONTEXT_WORKSPACE:
found = buttons_context_path_workspace(path);
break;
case BCONTEXT_OBJECT:
case BCONTEXT_PHYSICS:
case BCONTEXT_CONSTRAINT:
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found = buttons_context_path_object(path);
break;
case BCONTEXT_MODIFIER:
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found = buttons_context_path_modifier(path);
break;
case BCONTEXT_DATA:
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found = buttons_context_path_data(path, -1);
break;
case BCONTEXT_PARTICLE:
found = buttons_context_path_particle(path);
break;
case BCONTEXT_MATERIAL:
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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found = buttons_context_path_material(path);
break;
case BCONTEXT_TEXTURE:
found = buttons_context_path_texture(C, path, sbuts->texuser);
break;
case BCONTEXT_BONE:
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found = buttons_context_path_bone(path);
if (!found)
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found = buttons_context_path_data(path, OB_ARMATURE);
break;
case BCONTEXT_BONE_CONSTRAINT:
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found = buttons_context_path_pose_bone(path);
break;
default:
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found = 0;
break;
}
return found;
}
static int buttons_shading_context(const bContext *C, int mainb)
{
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Object *ob = CTX_data_active_object(C);
if (ELEM(mainb, BCONTEXT_MATERIAL, BCONTEXT_WORLD, BCONTEXT_TEXTURE))
return 1;
if (mainb == BCONTEXT_DATA && ob && ELEM(ob->type, OB_LAMP, OB_CAMERA))
return 1;
return 0;
}
static int buttons_shading_new_context(const bContext *C, int flag)
{
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Object *ob = CTX_data_active_object(C);
if (flag & (1 << BCONTEXT_MATERIAL))
return BCONTEXT_MATERIAL;
else if (ob && ELEM(ob->type, OB_LAMP, OB_CAMERA) && (flag & (1 << BCONTEXT_DATA)))
return BCONTEXT_DATA;
else if (flag & (1 << BCONTEXT_WORLD))
return BCONTEXT_WORLD;
return BCONTEXT_RENDER;
}
void buttons_context_compute(const bContext *C, SpaceButs *sbuts)
{
ButsContextPath *path;
PointerRNA *ptr;
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int a, pflag = 0, flag = 0;
if (!sbuts->path)
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sbuts->path = MEM_callocN(sizeof(ButsContextPath), "ButsContextPath");
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path = sbuts->path;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
/* Set scene path. */
buttons_context_path(C, path, BCONTEXT_SCENE, pflag);
buttons_texture_context_compute(C, sbuts);
/* for each context, see if we can compute a valid path to it, if
* this is the case, we know we have to display the button */
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for (a = 0; a < BCONTEXT_TOT; a++) {
if (buttons_context_path(C, path, a, pflag)) {
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flag |= (1 << a);
/* setting icon for data context */
if (a == BCONTEXT_DATA) {
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ptr = &path->ptr[path->len - 1];
if (ptr->type)
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sbuts->dataicon = RNA_struct_ui_icon(ptr->type);
else
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sbuts->dataicon = ICON_EMPTY_DATA;
}
}
}
/* always try to use the tab that was explicitly
* set to the user, so that once that context comes
* back, the tab is activated again */
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sbuts->mainb = sbuts->mainbuser;
/* in case something becomes invalid, change */
if ((flag & (1 << sbuts->mainb)) == 0) {
if (sbuts->flag & SB_SHADING_CONTEXT) {
/* try to keep showing shading related buttons */
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sbuts->mainb = buttons_shading_new_context(C, flag);
}
else if (flag & BCONTEXT_OBJECT) {
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sbuts->mainb = BCONTEXT_OBJECT;
}
else {
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for (a = 0; a < BCONTEXT_TOT; a++) {
if (flag & (1 << a)) {
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sbuts->mainb = a;
break;
}
}
}
}
buttons_context_path(C, path, sbuts->mainb, pflag);
if (!(flag & (1 << sbuts->mainb))) {
if (flag & (1 << BCONTEXT_OBJECT))
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sbuts->mainb = BCONTEXT_OBJECT;
else
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sbuts->mainb = BCONTEXT_SCENE;
}
if (buttons_shading_context(C, sbuts->mainb))
sbuts->flag |= SB_SHADING_CONTEXT;
else
sbuts->flag &= ~SB_SHADING_CONTEXT;
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sbuts->pathflag = flag;
}
/************************* Context Callback ************************/
const char *buttons_context_dir[] = {
"texture_slot", "scene", "world", "object", "mesh", "armature", "lattice", "curve",
"meta_ball", "light", "speaker", "lightprobe", "camera", "material", "material_slot",
"texture", "texture_user", "texture_user_property", "bone", "edit_bone",
"pose_bone", "particle_system", "particle_system_editable", "particle_settings",
"cloth", "soft_body", "fluid", "smoke", "collision", "brush", "dynamic_paint",
"line_style", "collection", NULL
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};
int buttons_context(const bContext *C, const char *member, bContextDataResult *result)
{
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SpaceButs *sbuts = CTX_wm_space_buts(C);
ButsContextPath *path = sbuts ? sbuts->path : NULL;
if (!path)
return 0;
/* here we handle context, getting data from precomputed path */
if (CTX_data_dir(member)) {
/* in case of new shading system we skip texture_slot, complex python
* UI script logic depends on checking if this is available */
if (sbuts->texuser)
CTX_data_dir_set(result, buttons_context_dir + 1);
else
CTX_data_dir_set(result, buttons_context_dir);
return 1;
}
else if (CTX_data_equals(member, "scene")) {
/* Do not return one here if scene not found in path, in this case we want to get default context scene! */
return set_pointer_type(path, result, &RNA_Scene);
}
else if (CTX_data_equals(member, "world")) {
set_pointer_type(path, result, &RNA_World);
return 1;
}
else if (CTX_data_equals(member, "object")) {
set_pointer_type(path, result, &RNA_Object);
return 1;
}
else if (CTX_data_equals(member, "mesh")) {
set_pointer_type(path, result, &RNA_Mesh);
return 1;
}
else if (CTX_data_equals(member, "armature")) {
set_pointer_type(path, result, &RNA_Armature);
return 1;
}
else if (CTX_data_equals(member, "lattice")) {
set_pointer_type(path, result, &RNA_Lattice);
return 1;
}
else if (CTX_data_equals(member, "curve")) {
set_pointer_type(path, result, &RNA_Curve);
return 1;
}
else if (CTX_data_equals(member, "meta_ball")) {
set_pointer_type(path, result, &RNA_MetaBall);
return 1;
}
else if (CTX_data_equals(member, "light")) {
set_pointer_type(path, result, &RNA_Light);
return 1;
}
else if (CTX_data_equals(member, "camera")) {
set_pointer_type(path, result, &RNA_Camera);
return 1;
}
else if (CTX_data_equals(member, "speaker")) {
set_pointer_type(path, result, &RNA_Speaker);
return 1;
}
else if (CTX_data_equals(member, "lightprobe")) {
set_pointer_type(path, result, &RNA_LightProbe);
return 1;
}
else if (CTX_data_equals(member, "material")) {
set_pointer_type(path, result, &RNA_Material);
return 1;
}
else if (CTX_data_equals(member, "texture")) {
2012-05-08 15:30:00 +00:00
ButsContextTexture *ct = sbuts->texuser;
if (ct) {
CTX_data_pointer_set(result, &ct->texture->id, &RNA_Texture, ct->texture);
}
return 1;
}
else if (CTX_data_equals(member, "material_slot")) {
2012-05-08 15:30:00 +00:00
PointerRNA *ptr = get_pointer_type(path, &RNA_Object);
if (ptr) {
2012-05-08 15:30:00 +00:00
Object *ob = ptr->data;
if (ob && OB_TYPE_SUPPORT_MATERIAL(ob->type) && ob->totcol) {
/* a valid actcol isn't ensured [#27526] */
2012-05-08 15:30:00 +00:00
int matnr = ob->actcol - 1;
if (matnr < 0) matnr = 0;
CTX_data_pointer_set(result, &ob->id, &RNA_MaterialSlot, &ob->mat[matnr]);
}
}
return 1;
}
else if (CTX_data_equals(member, "texture_user")) {
2012-05-08 15:30:00 +00:00
ButsContextTexture *ct = sbuts->texuser;
if (!ct)
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
return -1;
if (ct->user && ct->user->ptr.data) {
2012-05-08 15:30:00 +00:00
ButsTextureUser *user = ct->user;
CTX_data_pointer_set(result, user->ptr.id.data, user->ptr.type, user->ptr.data);
}
return 1;
}
else if (CTX_data_equals(member, "texture_user_property")) {
ButsContextTexture *ct = sbuts->texuser;
if (!ct)
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
return -1;
if (ct->user && ct->user->ptr.data) {
ButsTextureUser *user = ct->user;
CTX_data_pointer_set(result, NULL, &RNA_Property, user->prop);
}
return 1;
}
else if (CTX_data_equals(member, "texture_node")) {
2012-05-08 15:30:00 +00:00
ButsContextTexture *ct = sbuts->texuser;
if (ct) {
/* new shading system */
if (ct->user && ct->user->node) {
CTX_data_pointer_set(result, &ct->user->ntree->id, &RNA_Node, ct->user->node);
}
return 1;
}
}
else if (CTX_data_equals(member, "texture_slot")) {
2012-05-08 15:30:00 +00:00
ButsContextTexture *ct = sbuts->texuser;
PointerRNA *ptr;
/* Particles slots are used in both old and new textures handling. */
if ((ptr = get_pointer_type(path, &RNA_ParticleSystem))) {
ParticleSettings *part = ((ParticleSystem *)ptr->data)->part;
if (part)
CTX_data_pointer_set(result, &part->id, &RNA_ParticleSettingsTextureSlot, part->mtex[(int)part->texact]);
}
else if (ct) {
return 0; /* new shading system */
}
else if ((ptr = get_pointer_type(path, &RNA_FreestyleLineStyle))) {
FreestyleLineStyle *ls = ptr->data;
if (ls)
CTX_data_pointer_set(result, &ls->id, &RNA_LineStyleTextureSlot, ls->mtex[(int)ls->texact]);
}
return 1;
}
else if (CTX_data_equals(member, "bone")) {
set_pointer_type(path, result, &RNA_Bone);
return 1;
}
else if (CTX_data_equals(member, "edit_bone")) {
set_pointer_type(path, result, &RNA_EditBone);
return 1;
}
else if (CTX_data_equals(member, "pose_bone")) {
set_pointer_type(path, result, &RNA_PoseBone);
return 1;
}
else if (CTX_data_equals(member, "particle_system")) {
set_pointer_type(path, result, &RNA_ParticleSystem);
return 1;
}
else if (CTX_data_equals(member, "particle_system_editable")) {
if (PE_poll((bContext *)C))
set_pointer_type(path, result, &RNA_ParticleSystem);
else
CTX_data_pointer_set(result, NULL, &RNA_ParticleSystem, NULL);
return 1;
}
else if (CTX_data_equals(member, "particle_settings")) {
/* only available when pinned */
PointerRNA *ptr = get_pointer_type(path, &RNA_ParticleSettings);
if (ptr && ptr->data) {
CTX_data_pointer_set(result, ptr->id.data, &RNA_ParticleSettings, ptr->data);
return 1;
}
else {
/* get settings from active particle system instead */
ptr = get_pointer_type(path, &RNA_ParticleSystem);
if (ptr && ptr->data) {
ParticleSettings *part = ((ParticleSystem *)ptr->data)->part;
CTX_data_pointer_set(result, ptr->id.data, &RNA_ParticleSettings, part);
return 1;
}
}
set_pointer_type(path, result, &RNA_ParticleSettings);
return 1;
}
else if (CTX_data_equals(member, "cloth")) {
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PointerRNA *ptr = get_pointer_type(path, &RNA_Object);
if (ptr && ptr->data) {
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Object *ob = ptr->data;
ModifierData *md = modifiers_findByType(ob, eModifierType_Cloth);
CTX_data_pointer_set(result, &ob->id, &RNA_ClothModifier, md);
return 1;
}
}
else if (CTX_data_equals(member, "soft_body")) {
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PointerRNA *ptr = get_pointer_type(path, &RNA_Object);
if (ptr && ptr->data) {
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Object *ob = ptr->data;
ModifierData *md = modifiers_findByType(ob, eModifierType_Softbody);
CTX_data_pointer_set(result, &ob->id, &RNA_SoftBodyModifier, md);
return 1;
}
}
else if (CTX_data_equals(member, "fluid")) {
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PointerRNA *ptr = get_pointer_type(path, &RNA_Object);
if (ptr && ptr->data) {
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Object *ob = ptr->data;
ModifierData *md = modifiers_findByType(ob, eModifierType_Fluidsim);
CTX_data_pointer_set(result, &ob->id, &RNA_FluidSimulationModifier, md);
return 1;
}
}
else if (CTX_data_equals(member, "smoke")) {
2012-05-08 15:30:00 +00:00
PointerRNA *ptr = get_pointer_type(path, &RNA_Object);
if (ptr && ptr->data) {
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Object *ob = ptr->data;
ModifierData *md = modifiers_findByType(ob, eModifierType_Smoke);
CTX_data_pointer_set(result, &ob->id, &RNA_SmokeModifier, md);
return 1;
}
}
else if (CTX_data_equals(member, "collision")) {
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PointerRNA *ptr = get_pointer_type(path, &RNA_Object);
if (ptr && ptr->data) {
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Object *ob = ptr->data;
ModifierData *md = modifiers_findByType(ob, eModifierType_Collision);
CTX_data_pointer_set(result, &ob->id, &RNA_CollisionModifier, md);
return 1;
}
}
else if (CTX_data_equals(member, "brush")) {
set_pointer_type(path, result, &RNA_Brush);
return 1;
}
else if (CTX_data_equals(member, "dynamic_paint")) {
2012-05-08 15:30:00 +00:00
PointerRNA *ptr = get_pointer_type(path, &RNA_Object);
if (ptr && ptr->data) {
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Object *ob = ptr->data;
ModifierData *md = modifiers_findByType(ob, eModifierType_DynamicPaint);
CTX_data_pointer_set(result, &ob->id, &RNA_DynamicPaintModifier, md);
return 1;
}
}
else if (CTX_data_equals(member, "line_style")) {
set_pointer_type(path, result, &RNA_FreestyleLineStyle);
return 1;
}
else {
return 0; /* not found */
}
return -1; /* found but not available */
}
/************************* Drawing the Path ************************/
static void pin_cb(bContext *C, void *UNUSED(arg1), void *UNUSED(arg2))
{
2012-05-08 15:30:00 +00:00
SpaceButs *sbuts = CTX_wm_space_buts(C);
if (sbuts->flag & SB_PIN_CONTEXT) {
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sbuts->pinid = buttons_context_id_path(C);
}
else
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sbuts->pinid = NULL;
ED_area_tag_redraw(CTX_wm_area(C));
}
void buttons_context_draw(const bContext *C, uiLayout *layout)
{
2012-05-08 15:30:00 +00:00
SpaceButs *sbuts = CTX_wm_space_buts(C);
ButsContextPath *path = sbuts->path;
uiLayout *row;
uiBlock *block;
uiBut *but;
PointerRNA *ptr;
char namebuf[128], *name;
int a, icon;
if (!path)
return;
row = uiLayoutRow(layout, true);
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_LEFT);
2012-05-08 15:30:00 +00:00
block = uiLayoutGetBlock(row);
UI_block_emboss_set(block, UI_EMBOSS_NONE);
but = uiDefIconButBitC(block, UI_BTYPE_ICON_TOGGLE, SB_PIN_CONTEXT, 0, ICON_UNPINNED, 0, 0, UI_UNIT_X, UI_UNIT_Y, &sbuts->flag,
0, 0, 0, 0, TIP_("Follow context or keep fixed data-block displayed"));
UI_but_flag_disable(but, UI_BUT_UNDO); /* skip undo on screen buttons */
UI_but_func_set(but, pin_cb, NULL, NULL);
2012-05-08 15:30:00 +00:00
for (a = 0; a < path->len; a++) {
ptr = &path->ptr[a];
if (a != 0)
uiItemL(row, "", VICO_SMALL_TRI_RIGHT_VEC);
if (ptr->data) {
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icon = RNA_struct_ui_icon(ptr->type);
name = RNA_struct_name_get_alloc(ptr, namebuf, sizeof(namebuf), NULL);
if (name) {
if ((!ELEM(sbuts->mainb, BCONTEXT_RENDER, BCONTEXT_SCENE, BCONTEXT_VIEW_LAYER, BCONTEXT_WORLD) && ptr->type == &RNA_Scene)) {
uiItemLDrag(row, ptr, "", icon); /* save some space */
}
else if ((!ELEM(sbuts->mainb, BCONTEXT_RENDER, BCONTEXT_SCENE, BCONTEXT_VIEW_LAYER, BCONTEXT_WORLD) && ptr->type == &RNA_ViewLayer)) {
2012-05-08 15:30:00 +00:00
uiItemLDrag(row, ptr, "", icon); /* save some space */
}
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
uiItemLDrag(row, ptr, name, icon);
}
if (name != namebuf)
MEM_freeN(name);
}
else
uiItemL(row, "", icon);
}
}
}
static void buttons_panel_context(const bContext *C, Panel *pa)
{
buttons_context_draw(C, pa->layout);
}
void buttons_context_register(ARegionType *art)
{
PanelType *pt;
2012-05-08 15:30:00 +00:00
pt = MEM_callocN(sizeof(PanelType), "spacetype buttons panel context");
strcpy(pt->idname, "BUTTONS_PT_context");
strcpy(pt->label, N_("Context")); /* XXX C panels are not available through RNA (bpy.types)! */
strcpy(pt->translation_context, BLT_I18NCONTEXT_DEFAULT_BPYRNA);
2012-05-08 15:30:00 +00:00
pt->draw = buttons_panel_context;
pt->flag = PNL_NO_HEADER;
BLI_addtail(&art->paneltypes, pt);
}
ID *buttons_context_id_path(const bContext *C)
{
2012-05-08 15:30:00 +00:00
SpaceButs *sbuts = CTX_wm_space_buts(C);
ButsContextPath *path = sbuts->path;
PointerRNA *ptr;
int a;
if (path->len) {
2012-05-08 15:30:00 +00:00
for (a = path->len - 1; a >= 0; a--) {
ptr = &path->ptr[a];
/* pin particle settings instead of system, since only settings are an idblock*/
if (sbuts->mainb == BCONTEXT_PARTICLE && sbuts->flag & SB_PIN_CONTEXT) {
if (ptr->type == &RNA_ParticleSystem && ptr->data) {
ParticleSystem *psys = (ParticleSystem *)ptr->data;
return &psys->part->id;
}
}
if (ptr->id.data) {
return ptr->id.data;
}
}
}
return NULL;
}