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blender-archive/source/blender/editors/mesh/mesh_intern.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file blender/editors/mesh/mesh_intern.h
* \ingroup edmesh
*/
/* Internal for editmesh_xxxx.c functions */
#ifndef __MESH_INTERN_H__
#define __MESH_INTERN_H__
struct BMEdge;
struct BMEditMesh;
struct BMFace;
struct BMHeader;
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struct BMOperator;
struct BMesh;
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struct EnumPropertyItem;
struct ViewContext;
struct bContext;
struct wmKeyConfig;
struct wmKeyMap;
struct wmOperator;
struct wmOperatorType;
struct LinkNode;
/* *** editmesh_utils.c *** */
/*
* ok: the EDBM module is for editmode bmesh stuff. in contrast, the
* BMEdit module is for code shared with blenkernel that concerns
* the BMEditMesh structure. */
/* Calls a bmesh op, reporting errors to the user, etc */
bool EDBM_op_callf(struct BMEditMesh *em, struct wmOperator *op, const char *fmt, ...);
bool EDBM_op_call_and_selectf(struct BMEditMesh *em, struct wmOperator *op,
const char *selectslot, const char *fmt, ...);
/* Same as above, but doesn't report errors.*/
bool EDBM_op_call_silentf(struct BMEditMesh *em, const char *fmt, ...);
/* these next two functions are the split version of EDBM_op_callf, so you can
* do stuff with a bmesh operator, after initializing it but before executing
* it.
*
* execute the operator with BM_Exec_Op */
bool EDBM_op_init(struct BMEditMesh *em, struct BMOperator *bmop,
struct wmOperator *op, const char *fmt, ...);
/* Cleans up after a bmesh operator */
bool EDBM_op_finish(struct BMEditMesh *em, struct BMOperator *bmop,
struct wmOperator *op, const bool do_report);
void EDBM_stats_update(struct BMEditMesh *em);
int EDBM_view3d_poll(struct bContext *C);
/* *** editmesh_add.c *** */
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void MESH_OT_primitive_plane_add(struct wmOperatorType *ot);
void MESH_OT_primitive_cube_add(struct wmOperatorType *ot);
void MESH_OT_primitive_circle_add(struct wmOperatorType *ot);
void MESH_OT_primitive_cylinder_add(struct wmOperatorType *ot);
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void MESH_OT_primitive_cone_add(struct wmOperatorType *ot);
void MESH_OT_primitive_grid_add(struct wmOperatorType *ot);
void MESH_OT_primitive_monkey_add(struct wmOperatorType *ot);
void MESH_OT_primitive_uv_sphere_add(struct wmOperatorType *ot);
void MESH_OT_primitive_ico_sphere_add(struct wmOperatorType *ot);
/* *** editmesh_bevel.c *** */
void MESH_OT_bevel(struct wmOperatorType *ot);
/* *** editmesh_extrude.c *** */
void MESH_OT_extrude_repeat(struct wmOperatorType *ot);
void MESH_OT_extrude_region(struct wmOperatorType *ot);
void MESH_OT_extrude_verts_indiv(struct wmOperatorType *ot);
void MESH_OT_extrude_edges_indiv(struct wmOperatorType *ot);
void MESH_OT_extrude_faces_indiv(struct wmOperatorType *ot);
void MESH_OT_dupli_extrude_cursor(struct wmOperatorType *ot);
void MESH_OT_spin(struct wmOperatorType *ot);
void MESH_OT_screw(struct wmOperatorType *ot);
/* *** editmesh_inset.c *** */
void MESH_OT_inset(struct wmOperatorType *ot);
/* *** editmesh_knife.c *** */
void MESH_OT_knife_tool(struct wmOperatorType *ot);
void MESH_OT_knife_project(wmOperatorType *ot);
void EDBM_mesh_knife(struct bContext *C, struct LinkNode *polys, bool use_tag);
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struct wmKeyMap *knifetool_modal_keymap(struct wmKeyConfig *keyconf);
/* *** editmesh_loopcut.c *** */
void MESH_OT_loopcut(struct wmOperatorType *ot);
/* *** editmesh_rip.c *** */
void MESH_OT_rip(struct wmOperatorType *ot);
/* *** editmesh_select.c *** */
void MESH_OT_select_similar(struct wmOperatorType *ot);
void MESH_OT_select_mode(struct wmOperatorType *ot);
void MESH_OT_loop_multi_select(struct wmOperatorType *ot);
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void MESH_OT_loop_select(struct wmOperatorType *ot);
void MESH_OT_edgering_select(struct wmOperatorType *ot);
void MESH_OT_select_all(struct wmOperatorType *ot);
void MESH_OT_select_interior_faces(struct wmOperatorType *ot);
void MESH_OT_select_shortest_path(struct wmOperatorType *ot);
void MESH_OT_select_linked(struct wmOperatorType *ot);
void MESH_OT_select_linked_pick(struct wmOperatorType *ot);
void MESH_OT_select_face_by_sides(struct wmOperatorType *ot);
void MESH_OT_select_loose(struct wmOperatorType *ot);
void MESH_OT_select_mirror(struct wmOperatorType *ot);
void MESH_OT_select_more(struct wmOperatorType *ot);
void MESH_OT_select_less(struct wmOperatorType *ot);
void MESH_OT_select_nth(struct wmOperatorType *ot);
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void MESH_OT_edges_select_sharp(struct wmOperatorType *ot);
void MESH_OT_faces_select_linked_flat(struct wmOperatorType *ot);
void MESH_OT_select_non_manifold(struct wmOperatorType *ot);
void MESH_OT_select_random(struct wmOperatorType *ot);
void MESH_OT_select_ungrouped(struct wmOperatorType *ot);
void MESH_OT_select_axis(struct wmOperatorType *ot);
void MESH_OT_select_next_loop(struct wmOperatorType *ot);
void MESH_OT_region_to_loop(struct wmOperatorType *ot);
void MESH_OT_loop_to_region(struct wmOperatorType *ot);
void MESH_OT_select_vertex_path(struct wmOperatorType *ot);
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extern struct EnumPropertyItem *corner_type_items;
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/* *** editmesh_tools.c *** */
void MESH_OT_subdivide(struct wmOperatorType *ot);
void MESH_OT_subdivide_edgering(struct wmOperatorType *ot);
void MESH_OT_unsubdivide(struct wmOperatorType *ot);
void MESH_OT_normals_make_consistent(struct wmOperatorType *ot);
void MESH_OT_vertices_smooth(struct wmOperatorType *ot);
void MESH_OT_vertices_smooth_laplacian(struct wmOperatorType *ot);
void MESH_OT_vert_connect(struct wmOperatorType *ot);
void MESH_OT_edge_split(struct wmOperatorType *ot);
void MESH_OT_bridge_edge_loops(struct wmOperatorType *ot);
void MESH_OT_wireframe(struct wmOperatorType *ot);
void MESH_OT_convex_hull(struct wmOperatorType *ot);
void MESH_OT_symmetrize(struct wmOperatorType *ot);
void MESH_OT_shape_propagate_to_all(struct wmOperatorType *ot);
void MESH_OT_blend_from_shape(struct wmOperatorType *ot);
void MESH_OT_sort_elements(struct wmOperatorType *ot);
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void MESH_OT_uvs_rotate(struct wmOperatorType *ot);
void MESH_OT_uvs_reverse(struct wmOperatorType *ot);
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void MESH_OT_colors_rotate(struct wmOperatorType *ot);
void MESH_OT_colors_reverse(struct wmOperatorType *ot);
void MESH_OT_delete(struct wmOperatorType *ot);
void MESH_OT_edge_collapse(struct wmOperatorType *ot);
void MESH_OT_edge_collapse_loop(struct wmOperatorType *ot);
void MESH_OT_faces_shade_smooth(struct wmOperatorType *ot);
void MESH_OT_faces_shade_flat(struct wmOperatorType *ot);
void MESH_OT_split(struct wmOperatorType *ot);
void MESH_OT_edge_rotate(struct wmOperatorType *ot);
void MESH_OT_hide(struct wmOperatorType *ot);
void MESH_OT_reveal(struct wmOperatorType *ot);
void MESH_OT_mark_seam(struct wmOperatorType *ot);
void MESH_OT_mark_sharp(struct wmOperatorType *ot);
void MESH_OT_noise(struct wmOperatorType *ot);
void MESH_OT_flip_normals(struct wmOperatorType *ot);
void MESH_OT_solidify(struct wmOperatorType *ot);
void MESH_OT_knife_cut(struct wmOperatorType *ot);
void MESH_OT_separate(struct wmOperatorType *ot);
void MESH_OT_fill(struct wmOperatorType *ot);
void MESH_OT_fill_grid(struct wmOperatorType *ot);
void MESH_OT_beautify_fill(struct wmOperatorType *ot);
void MESH_OT_quads_convert_to_tris(struct wmOperatorType *ot);
void MESH_OT_tris_convert_to_quads(struct wmOperatorType *ot);
void MESH_OT_dissolve_verts(struct wmOperatorType *ot);
void MESH_OT_dissolve_edges(struct wmOperatorType *ot);
void MESH_OT_dissolve_faces(struct wmOperatorType *ot);
void MESH_OT_dissolve_limited(struct wmOperatorType *ot);
void MESH_OT_edge_face_add(struct wmOperatorType *ot);
void MESH_OT_duplicate(struct wmOperatorType *ot);
void MESH_OT_merge(struct wmOperatorType *ot);
void MESH_OT_remove_doubles(struct wmOperatorType *ot);
void MESH_OT_poke(struct wmOperatorType *ot);
#ifdef WITH_FREESTYLE
void MESH_OT_mark_freestyle_edge(struct wmOperatorType *ot);
void MESH_OT_mark_freestyle_face(struct wmOperatorType *ot);
#endif
/* *** mesh_data.c *** */
void MESH_OT_uv_texture_add(struct wmOperatorType *ot);
void MESH_OT_uv_texture_remove(struct wmOperatorType *ot);
void MESH_OT_vertex_color_add(struct wmOperatorType *ot);
void MESH_OT_vertex_color_remove(struct wmOperatorType *ot);
/* no create_mask yet */
void MESH_OT_customdata_clear_mask(struct wmOperatorType *ot);
void MESH_OT_customdata_clear_skin(struct wmOperatorType *ot);
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.
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void MESH_OT_drop_named_image(struct wmOperatorType *ot);
/* *** mesh_navmesh.c *** */
void MESH_OT_navmesh_make(struct wmOperatorType *ot);
void MESH_OT_navmesh_face_copy(struct wmOperatorType *ot);
void MESH_OT_navmesh_face_add(struct wmOperatorType *ot);
void MESH_OT_navmesh_reset(struct wmOperatorType *ot);
void MESH_OT_navmesh_clear(struct wmOperatorType *ot);
#endif /* __MESH_INTERN_H__ */