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blender-archive/source/blender/editors/space_view3d/view3d_header.c

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2004-2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include "DNA_scene_types.h"
#include "RNA_access.h"
#include "MEM_guardedalloc.h"
#include "BKE_action.h"
#include "BKE_brush.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_depsgraph.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h" /* for VECCOPY */
#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 "BIF_gl.h"
#include "BIF_glutil.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.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.
*/
#define TEST_EDITMESH if(obedit==0) return; \
if( (v3d->lay & obedit->lay)==0 ) return;
/* XXX port over */
extern void borderselect();
/* 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->camera= v3d->camera;
/* not through notifiery, listener don't have context
and non-open screens or spaces need to be updated too */
ED_view3d_scene_layers_update(bmain, scene);
/* notifiers for scene update */
WM_event_add_notifier(C, NC_SCENE|ND_LAYER, scene);
}
}
}
static int 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 */
v3d->lay |= (1<<20)-1;
if(!v3d->layact)
v3d->layact= 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);
/* 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) {
for(bit=0; bit<32; bit++) {
if(scene->obedit->lay & (1<<bit)) {
v3d->lay |= 1<<bit;
break;
}
}
}
}
/* 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);
/* new layers might need unflushed events events */
DAG_scene_update_flags(scene, v3d->lay); /* tags all that moves and flushes */
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 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", 1);
if(event->alt) {
int nr= RNA_int_get(op->ptr, "nr") + 10;
RNA_int_set(op->ptr, "nr", nr);
}
layers_exec(C, op);
return OPERATOR_FINISHED;
}
int 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= layers_invoke;
ot->exec= layers_exec;
ot->poll= 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 char *view3d_modeselect_pup(Scene *scene)
{
Object *ob= OBACT;
static char string[1024];
static char formatstr[] = "|%s %%x%d %%i%d";
char *str = string;
str += sprintf(str, "Mode: %%t");
str += sprintf(str, formatstr, "Object Mode", OB_MODE_OBJECT, ICON_OBJECT_DATA);
if(ob==NULL) return string;
/* 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 += sprintf(str, formatstr, "Edit Mode", OB_MODE_EDIT, ICON_EDITMODE_HLT);
}
else if (ob->type == OB_ARMATURE) {
if (ob->mode & OB_MODE_POSE)
str += sprintf(str, formatstr, "Edit Mode", OB_MODE_EDIT|OB_MODE_POSE, ICON_EDITMODE_HLT);
else
str += sprintf(str, formatstr, "Edit Mode", OB_MODE_EDIT, ICON_EDITMODE_HLT);
}
if (ob->type == OB_MESH) {
str += sprintf(str, formatstr, "Sculpt Mode", OB_MODE_SCULPT, ICON_SCULPTMODE_HLT);
str += sprintf(str, formatstr, "Vertex Paint", OB_MODE_VERTEX_PAINT, ICON_VPAINT_HLT);
str += sprintf(str, formatstr, "Texture Paint", OB_MODE_TEXTURE_PAINT, ICON_TPAINT_HLT);
str += sprintf(str, formatstr, "Weight Paint", OB_MODE_WEIGHT_PAINT, ICON_WPAINT_HLT);
}
/* if active object is an armature */
if (ob->type==OB_ARMATURE) {
str += sprintf(str, formatstr, "Pose Mode", OB_MODE_POSE, ICON_POSE_HLT);
}
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
if (ob->particlesystem.first || modifiers_findByType(ob, eModifierType_Cloth) || modifiers_findByType(ob, eModifierType_Softbody)) {
str += sprintf(str, formatstr, "Particle Mode", OB_MODE_PARTICLE_EDIT, ICON_PARTICLEMODE);
}
return (string);
}
static void do_view3d_header_buttons(bContext *C, void *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);
EditMesh *em= NULL;
int ctrl= win->eventstate->ctrl, shift= win->eventstate->shift;
PointerRNA props_ptr;
if(obedit && obedit->type==OB_MESH) {
em= BKE_mesh_get_editmesh((Mesh *)obedit->data);
}
/* 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);
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;
EM_selectmode_set(em);
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) EM_convertsel(em, SCE_SELECT_VERTEX,SCE_SELECT_EDGE);
}
em->selectmode = SCE_SELECT_EDGE;
}
ts->selectmode= em->selectmode;
EM_selectmode_set(em);
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)){
if(ctrl) EM_convertsel(em, (ts->selectmode ^ SCE_SELECT_FACE),SCE_SELECT_FACE);
}
em->selectmode = SCE_SELECT_FACE;
}
ts->selectmode= em->selectmode;
EM_selectmode_set(em);
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;
}
if(obedit && obedit->type==OB_MESH)
BKE_mesh_end_editmesh(obedit->data, em);
}
/* 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 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;
uiLayout *row;
RNA_pointer_create(&screen->id, &RNA_Space3DView, 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 */
if(ob)
v3d->modeselect = ob->mode;
else
v3d->modeselect = OB_MODE_OBJECT;
v3d->flag &= ~V3D_MODE;
/* not sure what the v3d->flag is useful for now... modeselect is confusing */
if(obedit) v3d->flag |= V3D_EDITMODE;
if(ob && (ob->mode & OB_MODE_POSE)) v3d->flag |= V3D_POSEMODE;
if(ob && (ob->mode & OB_MODE_VERTEX_PAINT)) v3d->flag |= V3D_VERTEXPAINT;
if(ob && (ob->mode & OB_MODE_WEIGHT_PAINT)) v3d->flag |= V3D_WEIGHTPAINT;
if(ob && (ob->mode & OB_MODE_TEXTURE_PAINT)) v3d->flag |= V3D_TEXTUREPAINT;
if(paint_facesel_test(ob)) v3d->flag |= V3D_FACESELECT;
uiBlockBeginAlign(block);
uiDefIconTextButS(block, MENU, B_MODESELECT, object_mode_icon(v3d->modeselect), view3d_modeselect_pup(scene) ,
0,0,126,20, &(v3d->modeselect), 0, 0, 0, 0, "Mode");
uiBlockEndAlign(block);
/* Draw type */
uiItemR(layout, &v3dptr, "viewport_shading", UI_ITEM_R_ICON_ONLY, "", 0);
if (obedit==NULL && ((ob && ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT)))) {
/* Manipulators aren't used in weight paint mode */
PointerRNA meshptr;
RNA_pointer_create(&ob->id, &RNA_Mesh, ob->data, &meshptr);
uiItemR(layout, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", 0);
} else {
char *str_menu;
row= uiLayoutRow(layout, 1);
uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", 0);
uiItemR(row, &v3dptr, "pivot_point_align", UI_ITEM_R_ICON_ONLY, "", 0);
/* NDOF */
/* Not implemented yet
if (G.ndofdevice ==0 ) {
uiDefIconTextButC(block, ICONTEXTROW,B_NDOF, ICON_NDOF_TURN, ndof_pup(), 0,0,XIC+10,YIC, &(v3d->ndofmode), 0, 3.0, 0, 0, "Ndof mode");
uiDefIconButC(block, TOG, B_NDOF, ICON_NDOF_DOM,
0,0,XIC,YIC,
&v3d->ndoffilter, 0, 1, 0, 0, "dominant axis");
}
*/
/* Transform widget / manipulators */
row= uiLayoutRow(layout, 1);
uiItemR(row, &v3dptr, "manipulator", UI_ITEM_R_ICON_ONLY, "", 0);
block= uiLayoutGetBlock(row);
if(v3d->twflag & V3D_USE_MANIPULATOR) {
uiDefIconButBitS(block, TOG, V3D_MANIP_TRANSLATE, B_MAN_TRANS, ICON_MAN_TRANS, 0,0,XIC,YIC, &v3d->twtype, 1.0, 0.0, 0, 0, "Translate manipulator mode");
uiDefIconButBitS(block, TOG, V3D_MANIP_ROTATE, B_MAN_ROT, ICON_MAN_ROT, 0,0,XIC,YIC, &v3d->twtype, 1.0, 0.0, 0, 0, "Rotate manipulator mode");
uiDefIconButBitS(block, TOG, V3D_MANIP_SCALE, B_MAN_SCALE, ICON_MAN_SCALE, 0,0,XIC,YIC, &v3d->twtype, 1.0, 0.0, 0, 0, "Scale manipulator mode");
}
if (v3d->twmode > (BIF_countTransformOrientation(C) - 1) + V3D_MANIP_CUSTOM) {
v3d->twmode = 0;
}
str_menu = BIF_menustringTransformOrientation(C, "Orientation");
uiDefButS(block, MENU, B_MAN_MODE, str_menu,0,0,70,YIC, &v3d->twmode, 0, 0, 0, 0, "Transform Orientation");
MEM_freeN(str_menu);
}
if(obedit==NULL && v3d->localvd==NULL) {
int ob_lay = ob ? ob->lay : 0;
/* Layers */
if (v3d->scenelock)
uiTemplateLayers(layout, &sceneptr, "visible_layers", &v3dptr, "used_layers", ob_lay);
else
uiTemplateLayers(layout, &v3dptr, "visible_layers", &v3dptr, "used_layers", ob_lay);
/* Scene lock */
uiItemR(layout, &v3dptr, "lock_camera_and_layers", UI_ITEM_R_ICON_ONLY, "", 0);
}
/* selection modus, dont use python for this since it cant do the toggle buttons with shift+click as well as clicking to set one. */
if(obedit && (obedit->type == OB_MESH)) {
EditMesh *em= BKE_mesh_get_editmesh((Mesh *)obedit->data);
row= uiLayoutRow(layout, 1);
block= uiLayoutGetBlock(row);
uiDefIconButBitS(block, TOG, SCE_SELECT_VERTEX, B_SEL_VERT, ICON_VERTEXSEL, 0,0,XIC,YIC, &em->selectmode, 1.0, 0.0, 0, 0, "Vertex select mode");
uiDefIconButBitS(block, TOG, SCE_SELECT_EDGE, B_SEL_EDGE, ICON_EDGESEL, 0,0,XIC,YIC, &em->selectmode, 1.0, 0.0, 0, 0, "Edge select mode");
uiDefIconButBitS(block, TOG, SCE_SELECT_FACE, B_SEL_FACE, ICON_FACESEL, 0,0,XIC,YIC, &em->selectmode, 1.0, 0.0, 0, 0, "Face select mode");
BKE_mesh_end_editmesh(obedit->data, em);
}
}