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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,
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* 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_gpencil_types.h"
#include "BLI_math_base.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
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#include "BKE_context.h"
#include "BKE_editmesh.h"
#include "DEG_depsgraph.h"
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#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_mesh.h"
#include "ED_undo.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "view3d_intern.h"
static void do_view3d_header_buttons(bContext *C, void *arg, int event);
#define B_SEL_VERT 110
#define B_SEL_EDGE 111
#define B_SEL_FACE 112
/* -------------------------------------------------------------------- */
/** \name Toggle Matcap Flip Operator
* \{ */
static int toggle_matcap_flip(bContext *C, wmOperator *UNUSED(op))
{
View3D *v3d = CTX_wm_view3d(C);
v3d->shading.flag ^= V3D_SHADING_MATCAP_FLIP_X;
ED_view3d_shade_update(CTX_data_main(C), v3d, CTX_wm_area(C));
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);
return OPERATOR_FINISHED;
}
void VIEW3D_OT_toggle_matcap_flip(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Flip MatCap";
ot->description = "Flip MatCap";
ot->idname = "VIEW3D_OT_toggle_matcap_flip";
/* api callbacks */
ot->exec = toggle_matcap_flip;
ot->poll = ED_operator_view3d_active;
}
/** \} */
static void do_view3d_header_buttons(bContext *C, void *UNUSED(arg), int event)
{
wmWindow *win = CTX_wm_window(C);
const int ctrl = win->eventstate->ctrl, shift = win->eventstate->shift;
/* watch it: if sa->win does not exist, check that when calling direct drawing routines */
switch (event) {
case B_SEL_VERT:
if (EDBM_selectmode_toggle(C, SCE_SELECT_VERTEX, -1, shift, ctrl)) {
ED_undo_push(C, "Selectmode Set: Vertex");
}
break;
case B_SEL_EDGE:
if (EDBM_selectmode_toggle(C, SCE_SELECT_EDGE, -1, shift, ctrl)) {
ED_undo_push(C, "Selectmode Set: Edge");
}
break;
case B_SEL_FACE:
if (EDBM_selectmode_toggle(C, SCE_SELECT_FACE, -1, shift, ctrl)) {
ED_undo_push(C, "Selectmode Set: Face");
}
break;
default:
break;
}
}
void uiTemplateEditModeSelection(uiLayout *layout, struct bContext *C)
{
Object *obedit = CTX_data_edit_object(C);
uiBlock *block = uiLayoutGetBlock(layout);
UI_block_func_handle_set(block, do_view3d_header_buttons, NULL);
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if (obedit && (obedit->type == OB_MESH)) {
BMEditMesh *em = BKE_editmesh_from_object(obedit);
uiLayout *row;
row = uiLayoutRow(layout, true);
block = uiLayoutGetBlock(row);
uiDefIconButBitS(block, UI_BTYPE_TOGGLE, SCE_SELECT_VERTEX, B_SEL_VERT, ICON_VERTEXSEL,
0, 0, UI_UNIT_X, UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0,
TIP_("Vertex select - Shift-Click for multiple modes, Ctrl-Click contracts selection"));
uiDefIconButBitS(block, UI_BTYPE_TOGGLE, SCE_SELECT_EDGE, B_SEL_EDGE, ICON_EDGESEL,
0, 0, ceilf(UI_UNIT_X - UI_DPI_FAC), UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0,
TIP_("Edge select - Shift-Click for multiple modes, Ctrl-Click expands/contracts selection"));
uiDefIconButBitS(block, UI_BTYPE_TOGGLE, SCE_SELECT_FACE, B_SEL_FACE, ICON_FACESEL,
0, 0, ceilf(UI_UNIT_X - UI_DPI_FAC), UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0,
TIP_("Face select - Shift-Click for multiple modes, Ctrl-Click expands selection"));
}
}
static void uiTemplatePaintModeSelection(uiLayout *layout, struct bContext *C)
{
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *ob = OBACT(view_layer);
/* Gizmos 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->data, &RNA_Mesh, ob->data, &meshptr);
if (ob->mode & (OB_MODE_TEXTURE_PAINT)) {
uiItemR(layout, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
}
else {
uiLayout *row = uiLayoutRow(layout, true);
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);
}
}
}
void uiTemplateHeader3D_mode(uiLayout *layout, struct bContext *C)
{
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *ob = OBACT(view_layer);
Object *obedit = CTX_data_edit_object(C);
bGPdata *gpd = CTX_data_gpencil_data(C);
bool is_paint = (
ob && !(gpd && (gpd->flag & GP_DATA_STROKE_EDITMODE)) &&
ELEM(ob->mode,
OB_MODE_SCULPT, OB_MODE_VERTEX_PAINT, OB_MODE_WEIGHT_PAINT, OB_MODE_TEXTURE_PAINT));
uiTemplateEditModeSelection(layout, C);
if ((obedit == NULL) && is_paint) {
uiTemplatePaintModeSelection(layout, C);
}
}