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blender-archive/source/blender/editors/space_view3d/view3d_header.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) 2004-2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file blender/editors/space_view3d/view3d_header.c
* \ingroup spview3d
*/
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
#include "RNA_access.h"
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLF_translation.h"
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#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_effect.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_paint.h"
#include "BKE_screen.h"
#include "BKE_tessmesh.h"
#include "ED_mesh.h"
#include "ED_util.h"
#include "ED_screen.h"
#include "ED_transform.h"
#include "ED_types.h"
#include "WM_api.h"
#include "WM_types.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "view3d_intern.h"
/* View3d->modeselect
* This is a bit of a dodgy hack to enable a 'mode' menu with icons+labels
* rather than those buttons.
* I know the implementation's not good - it's an experiment to see if this
* approach would work well
*
* This can be cleaned when I make some new 'mode' icons.
*/
/* view3d handler codes */
#define VIEW3D_HANDLER_BACKGROUND 1
#define VIEW3D_HANDLER_PROPERTIES 2
#define VIEW3D_HANDLER_OBJECT 3
#define VIEW3D_HANDLER_PREVIEW 4
#define VIEW3D_HANDLER_MULTIRES 5
#define VIEW3D_HANDLER_TRANSFORM 6
#define VIEW3D_HANDLER_GREASEPENCIL 7
#define VIEW3D_HANDLER_BONESKETCH 8
/* end XXX ************* */
static void do_view3d_header_buttons(bContext *C, void *arg, int event);
#define B_SCENELOCK 101
#define B_FULL 102
#define B_HOME 103
#define B_VIEWBUT 104
#define B_PERSP 105
#define B_MODESELECT 108
#define B_SEL_VERT 110
#define B_SEL_EDGE 111
#define B_SEL_FACE 112
#define B_MAN_TRANS 116
#define B_MAN_ROT 117
#define B_MAN_SCALE 118
#define B_NDOF 119
#define B_MAN_MODE 120
#define B_REDR 122
#define B_NOP 123
// XXX quickly ported across
static void handle_view3d_lock(bContext *C)
{
Main *bmain= CTX_data_main(C);
Scene *scene= CTX_data_scene(C);
ScrArea *sa= CTX_wm_area(C);
View3D *v3d= CTX_wm_view3d(C);
if (v3d != NULL && sa != NULL) {
if(v3d->localvd==NULL && v3d->scenelock && sa->spacetype==SPACE_VIEW3D) {
/* copy to scene */
scene->lay= v3d->lay;
scene->layact= v3d->layact;
scene->camera= v3d->camera;
/* not through notifiery, listener don't have context
and non-open screens or spaces need to be updated too */
BKE_screen_view3d_main_sync(&bmain->screen, scene);
/* notifiers for scene update */
WM_event_add_notifier(C, NC_SCENE|ND_LAYER, scene);
}
}
}
/* layer code is on three levels actually:
- here for operator
- uiTemplateLayers in interface/ code for buttons
- ED_view3d_scene_layer_set for RNA
*/
static void view3d_layers_editmode_ensure(Scene *scene, View3D *v3d)
{
/* sanity check - when in editmode disallow switching the editmode layer off since its confusing
* an alternative would be to always draw the editmode object. */
if(scene->obedit && (scene->obedit->lay & v3d->lay)==0) {
int bit;
for(bit=0; bit<32; bit++) {
if(scene->obedit->lay & (1<<bit)) {
v3d->lay |= 1<<bit;
break;
}
}
}
}
static int view3d_layers_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
ScrArea *sa= CTX_wm_area(C);
View3D *v3d= sa->spacedata.first;
int nr= RNA_int_get(op->ptr, "nr");
int toggle= RNA_boolean_get(op->ptr, "toggle");
if(nr < 0)
return OPERATOR_CANCELLED;
if(nr == 0) {
/* all layers */
if(!v3d->layact)
v3d->layact= 1;
if (toggle && v3d->lay == ((1<<20)-1)) {
/* return to active layer only */
v3d->lay = v3d->layact;
view3d_layers_editmode_ensure(scene, v3d);
}
else {
v3d->lay |= (1<<20)-1;
}
}
else {
int bit;
nr--;
if(RNA_boolean_get(op->ptr, "extend")) {
if(toggle && v3d->lay & (1<<nr) && (v3d->lay & ~(1<<nr)))
v3d->lay &= ~(1<<nr);
else
v3d->lay |= (1<<nr);
} else {
v3d->lay = (1<<nr);
}
view3d_layers_editmode_ensure(scene, v3d);
/* set active layer, ensure to always have one */
if(v3d->lay & (1<<nr))
v3d->layact= 1<<nr;
else if((v3d->lay & v3d->layact)==0) {
for(bit=0; bit<32; bit++) {
if(v3d->lay & (1<<bit)) {
v3d->layact= 1<<bit;
break;
}
}
}
}
if(v3d->scenelock) handle_view3d_lock(C);
DAG_on_visible_update(CTX_data_main(C), FALSE);
ED_area_tag_redraw(sa);
return OPERATOR_FINISHED;
}
/* applies shift and alt, lazy coding or ok? :) */
/* the local per-keymap-entry keymap will solve it */
static int view3d_layers_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
if(event->ctrl || event->oskey)
return OPERATOR_PASS_THROUGH;
if(event->shift)
RNA_boolean_set(op->ptr, "extend", TRUE);
else
RNA_boolean_set(op->ptr, "extend", FALSE);
if(event->alt) {
int nr= RNA_int_get(op->ptr, "nr") + 10;
RNA_int_set(op->ptr, "nr", nr);
}
view3d_layers_exec(C, op);
return OPERATOR_FINISHED;
}
static int view3d_layers_poll(bContext *C)
{
return (ED_operator_view3d_active(C) && CTX_wm_view3d(C)->localvd==NULL);
}
void VIEW3D_OT_layers(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Layers";
ot->description= "Toggle layer(s) visibility";
ot->idname= "VIEW3D_OT_layers";
/* api callbacks */
ot->invoke= view3d_layers_invoke;
ot->exec= view3d_layers_exec;
ot->poll= view3d_layers_poll;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_int(ot->srna, "nr", 1, 0, 20, "Number", "The layer number to set, zero for all layers", 0, 20);
RNA_def_boolean(ot->srna, "extend", 0, "Extend", "Add this layer to the current view layers");
RNA_def_boolean(ot->srna, "toggle", 1, "Toggle", "Toggle the layer");
}
static int modeselect_addmode(char *str, const char *title, int id, int icon)
{
static char formatstr[] = "|%s %%x%d %%i%d";
return sprintf(str, formatstr, IFACE_(title), id, icon);
}
static char *view3d_modeselect_pup(Scene *scene)
{
Object *ob= OBACT;
static char string[512];
const char *title= IFACE_("Mode: %t");
char *str = string;
BLI_strncpy(str, title, sizeof(string));
str += modeselect_addmode(str, N_("Object Mode"), OB_MODE_OBJECT, ICON_OBJECT_DATA);
if(ob==NULL || ob->data==NULL) return string;
if(ob->id.lib) return string;
if(!((ID *)ob->data)->lib) {
/* if active object is editable */
if ( ((ob->type == OB_MESH)
|| (ob->type == OB_CURVE) || (ob->type == OB_SURF) || (ob->type == OB_FONT)
|| (ob->type == OB_MBALL) || (ob->type == OB_LATTICE))) {
str += modeselect_addmode(str, N_("Edit Mode"), OB_MODE_EDIT, ICON_EDITMODE_HLT);
}
else if (ob->type == OB_ARMATURE) {
if (ob->mode & OB_MODE_POSE)
str += modeselect_addmode(str, N_("Edit Mode"), OB_MODE_EDIT|OB_MODE_POSE, ICON_EDITMODE_HLT);
else
str += modeselect_addmode(str, N_("Edit Mode"), OB_MODE_EDIT, ICON_EDITMODE_HLT);
}
if (ob->type == OB_MESH) {
str += modeselect_addmode(str, N_("Sculpt Mode"), OB_MODE_SCULPT, ICON_SCULPTMODE_HLT);
str += modeselect_addmode(str, N_("Vertex Paint"), OB_MODE_VERTEX_PAINT, ICON_VPAINT_HLT);
str += modeselect_addmode(str, N_("Texture Paint"), OB_MODE_TEXTURE_PAINT, ICON_TPAINT_HLT);
str += modeselect_addmode(str, N_("Weight Paint"), OB_MODE_WEIGHT_PAINT, ICON_WPAINT_HLT);
}
}
/* if active object is an armature */
if (ob->type==OB_ARMATURE) {
str += modeselect_addmode(str, N_("Pose Mode"), OB_MODE_POSE, ICON_POSE_HLT);
}
if ( ob->particlesystem.first ||
modifiers_findByType(ob, eModifierType_Cloth) ||
modifiers_findByType(ob, eModifierType_Softbody))
{
str += modeselect_addmode(str, N_("Particle Mode"), OB_MODE_PARTICLE_EDIT, ICON_PARTICLEMODE);
}
(void)str;
return (string);
}
static void do_view3d_header_buttons(bContext *C, void *UNUSED(arg), int event)
{
wmWindow *win= CTX_wm_window(C);
ToolSettings *ts= CTX_data_tool_settings(C);
ScrArea *sa= CTX_wm_area(C);
View3D *v3d= sa->spacedata.first;
Object *obedit = CTX_data_edit_object(C);
BMEditMesh *em= NULL;
int ctrl= win->eventstate->ctrl, shift= win->eventstate->shift;
PointerRNA props_ptr;
if(obedit && obedit->type==OB_MESH) {
em= ((Mesh *)obedit->data)->edit_btmesh;
}
/* watch it: if sa->win does not exist, check that when calling direct drawing routines */
switch(event) {
case B_REDR:
ED_area_tag_redraw(sa);
break;
case B_MODESELECT:
WM_operator_properties_create(&props_ptr, "OBJECT_OT_mode_set");
RNA_enum_set(&props_ptr, "mode", v3d->modeselect);
WM_operator_name_call(C, "OBJECT_OT_mode_set", WM_OP_EXEC_REGION_WIN, &props_ptr);
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WM_operator_properties_free(&props_ptr);
break;
case B_SEL_VERT:
if(em) {
if(shift==0 || em->selectmode==0)
em->selectmode= SCE_SELECT_VERTEX;
ts->selectmode= em->selectmode;
EDBM_selectmode_set(em);
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WM_event_add_notifier(C, NC_GEOM|ND_SELECT, obedit->data);
ED_undo_push(C, "Selectmode Set: Vertex");
}
break;
case B_SEL_EDGE:
if(em) {
if(shift==0 || em->selectmode==0){
if( (em->selectmode ^ SCE_SELECT_EDGE) == SCE_SELECT_VERTEX){
if(ctrl) EDBM_convertsel(em, SCE_SELECT_VERTEX,SCE_SELECT_EDGE);
}
em->selectmode = SCE_SELECT_EDGE;
}
ts->selectmode= em->selectmode;
EDBM_selectmode_set(em);
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WM_event_add_notifier(C, NC_GEOM|ND_SELECT, obedit->data);
ED_undo_push(C, "Selectmode Set: Edge");
}
break;
case B_SEL_FACE:
if(em) {
if( shift==0 || em->selectmode==0){
if( ((ts->selectmode ^ SCE_SELECT_FACE) == SCE_SELECT_VERTEX) || ((ts->selectmode ^ SCE_SELECT_FACE) == SCE_SELECT_EDGE)){
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if(ctrl) EDBM_convertsel(em, (ts->selectmode ^ SCE_SELECT_FACE),SCE_SELECT_FACE);
}
em->selectmode = SCE_SELECT_FACE;
}
ts->selectmode= em->selectmode;
EDBM_selectmode_set(em);
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WM_event_add_notifier(C, NC_GEOM|ND_SELECT, obedit->data);
ED_undo_push(C, "Selectmode Set: Face");
}
break;
case B_MAN_TRANS:
if( shift==0 || v3d->twtype==0) {
v3d->twtype= V3D_MANIP_TRANSLATE;
}
ED_area_tag_redraw(sa);
break;
case B_MAN_ROT:
if( shift==0 || v3d->twtype==0) {
v3d->twtype= V3D_MANIP_ROTATE;
}
ED_area_tag_redraw(sa);
break;
case B_MAN_SCALE:
if( shift==0 || v3d->twtype==0) {
v3d->twtype= V3D_MANIP_SCALE;
}
ED_area_tag_redraw(sa);
break;
case B_NDOF:
ED_area_tag_redraw(sa);
break;
case B_MAN_MODE:
ED_area_tag_redraw(sa);
break;
default:
break;
}
}
/* Returns the icon associated with an object mode */
static int object_mode_icon(int mode)
{
EnumPropertyItem *item = object_mode_items;
while(item->name != NULL) {
if(item->value == mode)
return item->icon;
++item;
}
return ICON_OBJECT_DATAMODE;
}
void uiTemplateEditModeSelection(uiLayout *layout, struct bContext *C)
{
Object *obedit = CTX_data_edit_object(C);
uiBlock *block= uiLayoutGetBlock(layout);
uiBlockSetHandleFunc(block, do_view3d_header_buttons, NULL);
if(obedit && (obedit->type == OB_MESH)) {
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BMEditMesh *em= ((Mesh *)obedit->data)->edit_btmesh;
uiLayout *row;
row= uiLayoutRow(layout, 1);
block= uiLayoutGetBlock(row);
uiDefIconButBitS(block, TOG, SCE_SELECT_VERTEX, B_SEL_VERT, ICON_VERTEXSEL, 0,0,UI_UNIT_X,UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0, "Vertex select mode");
uiDefIconButBitS(block, TOG, SCE_SELECT_EDGE, B_SEL_EDGE, ICON_EDGESEL, 0,0,UI_UNIT_X,UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0, "Edge select mode");
uiDefIconButBitS(block, TOG, SCE_SELECT_FACE, B_SEL_FACE, ICON_FACESEL, 0,0,UI_UNIT_X,UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0, "Face select mode");
}
}
void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
{
bScreen *screen= CTX_wm_screen(C);
ScrArea *sa= CTX_wm_area(C);
View3D *v3d= sa->spacedata.first;
Scene *scene= CTX_data_scene(C);
ToolSettings *ts= CTX_data_tool_settings(C);
PointerRNA v3dptr, toolsptr, sceneptr;
Object *ob= OBACT;
Object *obedit = CTX_data_edit_object(C);
uiBlock *block;
uiBut *but;
uiLayout *row;
const float dpi_fac= UI_DPI_FAC;
int is_paint = 0;
RNA_pointer_create(&screen->id, &RNA_SpaceView3D, v3d, &v3dptr);
RNA_pointer_create(&scene->id, &RNA_ToolSettings, ts, &toolsptr);
RNA_pointer_create(&scene->id, &RNA_Scene, scene, &sceneptr);
block= uiLayoutGetBlock(layout);
uiBlockSetHandleFunc(block, do_view3d_header_buttons, NULL);
/* other buttons: */
uiBlockSetEmboss(block, UI_EMBOSS);
/* mode */
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if(ob) {
v3d->modeselect = ob->mode;
is_paint = ELEM4(ob->mode, OB_MODE_SCULPT, OB_MODE_VERTEX_PAINT, OB_MODE_WEIGHT_PAINT,OB_MODE_TEXTURE_PAINT);
}
else {
v3d->modeselect = OB_MODE_OBJECT;
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}
row= uiLayoutRow(layout, 1);
uiDefIconTextButS(block, MENU, B_MODESELECT, object_mode_icon(v3d->modeselect), view3d_modeselect_pup(scene) ,
0,0,126 * dpi_fac, UI_UNIT_Y, &(v3d->modeselect), 0, 0, 0, 0, TIP_("Mode"));
/* Draw type */
uiItemR(layout, &v3dptr, "viewport_shade", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
if (obedit==NULL && is_paint) {
/* Manipulators aren't used in paint modes */
if (!ELEM(ob->mode, OB_MODE_SCULPT, OB_MODE_PARTICLE_EDIT)) {
/* masks aren't used for sculpt and particle painting */
PointerRNA meshptr;
RNA_pointer_create(&ob->id, &RNA_Mesh, ob->data, &meshptr);
if(ob->mode & (OB_MODE_TEXTURE_PAINT|OB_MODE_VERTEX_PAINT)) {
uiItemR(layout, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
}
else {
row= uiLayoutRow(layout, 1);
uiItemR(row, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
uiItemR(row, &meshptr, "use_paint_mask_vertex", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
}
}
} else {
const char *str_menu;
row= uiLayoutRow(layout, 1);
uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
/* pose/object only however we want to allow in weight paint mode too
* so dont be totally strict and just check not-editmode for now */
if (obedit == NULL) {
uiItemR(row, &v3dptr, "use_pivot_point_align", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
}
/* Transform widget / manipulators */
row= uiLayoutRow(layout, 1);
uiItemR(row, &v3dptr, "show_manipulator", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
block= uiLayoutGetBlock(row);
if(v3d->twflag & V3D_USE_MANIPULATOR) {
but= uiDefIconButBitC(block, TOG, V3D_MANIP_TRANSLATE, B_MAN_TRANS, ICON_MAN_TRANS, 0,0,UI_UNIT_X,UI_UNIT_Y, &v3d->twtype, 1.0, 0.0, 0, 0, TIP_("Translate manipulator mode"));
uiButClearFlag(but, UI_BUT_UNDO); /* skip undo on screen buttons */
but= uiDefIconButBitC(block, TOG, V3D_MANIP_ROTATE, B_MAN_ROT, ICON_MAN_ROT, 0,0,UI_UNIT_X,UI_UNIT_Y, &v3d->twtype, 1.0, 0.0, 0, 0, TIP_("Rotate manipulator mode"));
uiButClearFlag(but, UI_BUT_UNDO); /* skip undo on screen buttons */
but= uiDefIconButBitC(block, TOG, V3D_MANIP_SCALE, B_MAN_SCALE, ICON_MAN_SCALE, 0,0,UI_UNIT_X,UI_UNIT_Y, &v3d->twtype, 1.0, 0.0, 0, 0, TIP_("Scale manipulator mode"));
uiButClearFlag(but, UI_BUT_UNDO); /* skip undo on screen buttons */
}
if (v3d->twmode > (BIF_countTransformOrientation(C) - 1) + V3D_MANIP_CUSTOM) {
v3d->twmode = 0;
}
str_menu = BIF_menustringTransformOrientation(C, "Orientation");
but= uiDefButC(block, MENU, B_MAN_MODE, str_menu,0,0,70 * dpi_fac, UI_UNIT_Y, &v3d->twmode, 0, 0, 0, 0, TIP_("Transform Orientation"));
uiButClearFlag(but, UI_BUT_UNDO); /* skip undo on screen buttons */
MEM_freeN((void *)str_menu);
}
if(obedit==NULL && v3d->localvd==NULL) {
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unsigned int ob_lay = ob ? ob->lay : 0;
/* Layers */
uiTemplateLayers(layout, v3d->scenelock ? &sceneptr : &v3dptr, "layers", &v3dptr, "layers_used", ob_lay);
/* Scene lock */
uiItemR(layout, &v3dptr, "lock_camera_and_layers", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
}
uiTemplateEditModeSelection(layout, C);
}