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blender-archive/source/blender/editors/interface/interface_templates.c

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UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/**
* $Id$
*
* ***** 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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* Contributor(s): Blender Foundation 2009.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#include "MEM_guardedalloc.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#include "BLI_string.h"
#include "BKE_context.h"
#include "BKE_icons.h"
#include "BKE_global.h"
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#include "BKE_library.h"
#include "BKE_utildefines.h"
#include "ED_screen.h"
#include "ED_previewrender.h"
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
#include "RNA_access.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "interface_intern.h"
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
void ui_template_fix_linking()
{
}
/********************** Header Template *************************/
void uiTemplateHeader(uiLayout *layout, bContext *C)
{
uiBlock *block;
block= uiLayoutFreeBlock(layout);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
ED_area_header_standardbuttons(C, block, 0);
}
/********************** Search Callbacks *************************/
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
typedef struct TemplateID {
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
PointerRNA ptr;
PropertyRNA *prop;
ListBase *idlb;
} TemplateID;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* Search browse menu, assign */
static void id_search_call_cb(struct bContext *C, void *arg_template, void *item)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
TemplateID *template= (TemplateID*)arg_template;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* ID */
if(item) {
PointerRNA idptr;
RNA_id_pointer_create(item, &idptr);
RNA_property_pointer_set(&template->ptr, template->prop, idptr);
RNA_property_update(C, &template->ptr, template->prop);
}
}
/* ID Search browse menu, do the search */
static void id_search_cb(const struct bContext *C, void *arg_template, char *str, uiSearchItems *items)
{
TemplateID *template= (TemplateID*)arg_template;
Scene *scene= CTX_data_scene(C);
ListBase *lb= template->idlb;
ID *id;
int iconid;
/* ID listbase */
for(id= lb->first; id; id= id->next) {
iconid= ui_id_icon_get(scene, id);
if(BLI_strcasestr(id->name+2, str))
if(!uiSearchItemAdd(items, id->name+2, id, iconid))
break;
}
}
/* ID Search browse menu, open */
static uiBlock *search_menu(bContext *C, ARegion *ar, void *arg_litem)
{
static char search[256];
static TemplateID template;
PointerRNA idptr;
wmEvent event;
wmWindow *win= CTX_wm_window(C);
uiBlock *block;
uiBut *but;
/* clear initial search string, then all items show */
search[0]= 0;
/* arg_litem is malloced, can be freed by parent button */
template= *((TemplateID*)arg_litem);
/* get active id for showing first item */
idptr= RNA_property_pointer_get(&template.ptr, template.prop);
block= uiBeginBlock(C, ar, "_popup", UI_EMBOSS);
uiBlockSetFlag(block, UI_BLOCK_LOOP|UI_BLOCK_REDRAW|UI_BLOCK_RET_1);
/* fake button, it holds space for search items */
uiDefBut(block, LABEL, 0, "", 10, 15, 150, uiSearchBoxhHeight(), NULL, 0, 0, 0, 0, NULL);
but= uiDefSearchBut(block, search, 0, ICON_VIEWZOOM, 256, 10, 0, 150, 19, "");
uiButSetSearchFunc(but, id_search_cb, &template, id_search_call_cb, idptr.data);
uiBoundsBlock(block, 6);
uiBlockSetDirection(block, UI_DOWN);
uiEndBlock(C, block);
event= *(win->eventstate); /* XXX huh huh? make api call */
event.type= EVT_BUT_OPEN;
event.val= KM_PRESS;
event.customdata= but;
event.customdatafree= FALSE;
wm_event_add(win, &event);
return block;
}
/************************ ID Template ***************************/
static void template_id_cb(bContext *C, void *arg_litem, void *arg_event)
{
TemplateID *template= (TemplateID*)arg_litem;
PointerRNA idptr= RNA_property_pointer_get(&template->ptr, template->prop);
ID *id= idptr.data;
int event= GET_INT_FROM_POINTER(arg_event);
switch(event) {
case UI_ID_BROWSE:
case UI_ID_PIN:
printf("warning, id event %d shouldnt come here\n", event);
break;
case UI_ID_OPEN:
case UI_ID_ADD_NEW:
if(template->idlb->last) {
RNA_id_pointer_create(template->idlb->last, &idptr);
RNA_property_pointer_set(&template->ptr, template->prop, idptr);
RNA_property_update(C, &template->ptr, template->prop);
}
break;
case UI_ID_DELETE:
memset(&idptr, 0, sizeof(idptr));
RNA_property_pointer_set(&template->ptr, template->prop, idptr);
RNA_property_update(C, &template->ptr, template->prop);
break;
case UI_ID_FAKE_USER:
if(id) {
if(id->flag & LIB_FAKEUSER) id->us++;
else id->us--;
}
else return;
break;
#if 0
case UI_ID_ALONE:
if(!id || id->us < 1)
return;
break;
case UI_ID_LOCAL:
if(!id || id->us < 1)
return;
break;
case UI_ID_AUTO_NAME:
break;
#endif
}
}
static void template_ID(bContext *C, uiBlock *block, TemplateID *template, StructRNA *type, int flag, char *newop, char *unlinkop)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
uiBut *but;
PointerRNA idptr;
ListBase *lb;
idptr= RNA_property_pointer_get(&template->ptr, template->prop);
lb= template->idlb;
uiBlockBeginAlign(block);
if(idptr.type)
type= idptr.type;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
if(flag & UI_ID_BROWSE) {
but= uiDefBlockButN(block, search_menu, MEM_dupallocN(template), "", 0, 0, UI_UNIT_X*1.6, UI_UNIT_Y, "Browse ID data");
if(type) {
but->icon= RNA_struct_ui_icon(type);
but->flag|= UI_HAS_ICON;
but->flag|= UI_ICON_LEFT;
}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
/* text button with name */
if(idptr.data) {
char name[64];
//text_idbutton(idptr.data, name);
name[0]= '\0';
but= uiDefButR(block, TEX, 0, name, 0, 0, UI_UNIT_X*6, UI_UNIT_Y, &idptr, "name", -1, 0, 0, -1, -1, NULL);
uiButSetNFunc(but, template_id_cb, MEM_dupallocN(template), SET_INT_IN_POINTER(UI_ID_RENAME));
}
if(flag & UI_ID_ADD_NEW) {
int w= idptr.data?UI_UNIT_X:UI_UNIT_X*6;
if(newop) {
but= uiDefIconTextButO(block, BUT, newop, WM_OP_EXEC_REGION_WIN, ICON_ZOOMIN, "Add New", 0, 0, w, UI_UNIT_Y, NULL);
uiButSetNFunc(but, template_id_cb, MEM_dupallocN(template), SET_INT_IN_POINTER(UI_ID_ADD_NEW));
}
else {
but= uiDefIconTextBut(block, BUT, 0, ICON_ZOOMIN, "Add New", 0, 0, w, UI_UNIT_Y, NULL, 0, 0, 0, 0, NULL);
uiButSetNFunc(but, template_id_cb, MEM_dupallocN(template), SET_INT_IN_POINTER(UI_ID_ADD_NEW));
}
}
/* delete button */
if(idptr.data && (flag & UI_ID_DELETE)) {
if(unlinkop) {
but= uiDefIconButO(block, BUT, unlinkop, WM_OP_EXEC_REGION_WIN, ICON_X, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL);
}
else {
but= uiDefIconBut(block, BUT, 0, ICON_X, 0, 0, UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, NULL);
uiButSetNFunc(but, template_id_cb, MEM_dupallocN(template), SET_INT_IN_POINTER(UI_ID_DELETE));
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
}
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
uiBlockEndAlign(block);
}
void uiTemplateID(uiLayout *layout, bContext *C, PointerRNA *ptr, char *propname, char *newop, char *unlinkop)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
{
TemplateID *template;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
uiBlock *block;
PropertyRNA *prop;
StructRNA *type;
int flag;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
if(!ptr->data)
return;
prop= RNA_struct_find_property(ptr, propname);
if(!prop || RNA_property_type(prop) != PROP_POINTER) {
printf("uiTemplateID: pointer property not found: %s\n", propname);
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
return;
}
template= MEM_callocN(sizeof(TemplateID), "TemplateID");
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
template->ptr= *ptr;
template->prop= prop;
flag= UI_ID_BROWSE|UI_ID_RENAME|UI_ID_DELETE;
if(newop)
flag |= UI_ID_ADD_NEW;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
type= RNA_property_pointer_type(ptr, prop);
template->idlb= wich_libbase(CTX_data_main(C), RNA_type_to_ID_code(type));
if(template->idlb) {
uiLayoutRow(layout, 1);
block= uiLayoutGetBlock(layout);
template_ID(C, block, template, type, flag, newop, unlinkop);
}
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
MEM_freeN(template);
}
/************************ Modifier Template *************************/
#define ERROR_LIBDATA_MESSAGE "Can't edit external libdata"
#include <string.h>
#include "DNA_object_force.h"
#include "DNA_object_types.h"
#include "DNA_modifier_types.h"
#include "DNA_scene_types.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_report.h"
#include "UI_resources.h"
#include "ED_util.h"
#include "BLI_arithb.h"
#include "BLI_listbase.h"
#include "ED_object.h"
static void modifiers_setOnCage(bContext *C, void *ob_v, void *md_v)
{
Scene *scene= CTX_data_scene(C);
Object *ob = ob_v;
ModifierData *md;
int i, cageIndex = modifiers_getCageIndex(ob, NULL );
for(i = 0, md=ob->modifiers.first; md; ++i, md=md->next) {
if(md == md_v) {
if(i >= cageIndex)
md->mode ^= eModifierMode_OnCage;
break;
}
}
WM_event_add_notifier(C, NC_OBJECT|ND_MODIFIER, ob);
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
}
static void modifiers_convertToReal(bContext *C, void *ob_v, void *md_v)
{
Scene *scene= CTX_data_scene(C);
Object *ob = ob_v;
ModifierData *md = md_v;
ModifierData *nmd = modifier_new(md->type);
modifier_copyData(md, nmd);
nmd->mode &= ~eModifierMode_Virtual;
BLI_addhead(&ob->modifiers, nmd);
ob->partype = PAROBJECT;
WM_event_add_notifier(C, NC_OBJECT|ND_MODIFIER, ob);
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
ED_undo_push(C, "Modifier convert to real");
}
static int modifier_can_delete(ModifierData *md)
{
// fluid particle modifier can't be deleted here
if(md->type == eModifierType_ParticleSystem)
if(((ParticleSystemModifierData *)md)->psys->part->type == PART_FLUID)
return 0;
return 1;
}
static uiLayout *draw_modifier(uiLayout *layout, Object *ob, ModifierData *md, int index, int cageIndex, int lastCageIndex)
{
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
PointerRNA ptr;
uiBut *but;
uiBlock *block;
uiLayout *column, *row, *result= NULL;
int isVirtual = md->mode & eModifierMode_Virtual;
// XXX short color = md->error?TH_REDALERT:TH_BUT_NEUTRAL;
char str[128];
/* create RNA pointer */
RNA_pointer_create(&ob->id, &RNA_Modifier, md, &ptr);
column= uiLayoutColumn(layout, 1);
uiLayoutSetContextPointer(column, "modifier", &ptr);
/* rounded header */
/* XXX uiBlockSetCol(block, color); */
/* roundbox 4 free variables: corner-rounding, nop, roundbox type, shade */
row= uiLayoutRow(uiLayoutBox(column), 0);
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_EXPAND);
block= uiLayoutGetBlock(row);
//uiDefBut(block, ROUNDBOX, 0, "", x-10, y-4, width, 25, NULL, 7.0, 0.0,
// (!isVirtual && (md->mode & eModifierMode_Expanded))?3:15, 20, "");
/* XXX uiBlockSetCol(block, TH_AUTO); */
/* open/close icon */
if(!isVirtual) {
uiBlockSetEmboss(block, UI_EMBOSSN);
uiDefIconButBitI(block, ICONTOG, eModifierMode_Expanded, 0, ICON_TRIA_RIGHT, 0, 0, UI_UNIT_X, UI_UNIT_Y, &md->mode, 0.0, 0.0, 0.0, 0.0, "Collapse/Expand Modifier");
}
/* modifier-type icon */
uiItemL(row, "", RNA_struct_ui_icon(ptr.type));
uiBlockSetEmboss(block, UI_EMBOSS);
if(isVirtual) {
/* virtual modifier */
sprintf(str, "%s parent deform", md->name);
uiDefBut(block, LABEL, 0, str, 0, 0, 185, UI_UNIT_Y, NULL, 0.0, 0.0, 0.0, 0.0, "Modifier name");
but = uiDefBut(block, BUT, 0, "Make Real", 0, 0, 80, 16, NULL, 0.0, 0.0, 0.0, 0.0, "Convert virtual modifier to a real modifier");
uiButSetFunc(but, modifiers_convertToReal, ob, md);
}
else {
/* real modifier */
uiBlockBeginAlign(block);
uiItemR(row, "", 0, &ptr, "name", 0, 0, 0);
/* Softbody not allowed in this situation, enforce! */
if(((md->type!=eModifierType_Softbody && md->type!=eModifierType_Collision) || !(ob->pd && ob->pd->deflect)) && (md->type!=eModifierType_Surface)) {
uiItemR(row, "", ICON_SCENE, &ptr, "render", 0, 0, 0);
uiItemR(row, "", ICON_VIEW3D, &ptr, "realtime", 0, 0, 0);
if(mti->flags & eModifierTypeFlag_SupportsEditmode)
uiItemR(row, "", ICON_VIEW3D, &ptr, "editmode", 0, 0, 0);
}
uiBlockEndAlign(block);
/* XXX uiBlockSetEmboss(block, UI_EMBOSSR); */
if(ob->type==OB_MESH && modifier_couldBeCage(md) && index<=lastCageIndex) {
int icon; //, color;
if(index==cageIndex) {
// XXX color = TH_BUT_SETTING;
icon = VICON_EDITMODE_HLT;
} else if(index<cageIndex) {
// XXX color = TH_BUT_NEUTRAL;
icon = VICON_EDITMODE_DEHLT;
} else {
// XXX color = TH_BUT_NEUTRAL;
icon = ICON_BLANK1;
}
/* XXX uiBlockSetCol(block, color); */
but = uiDefIconBut(block, BUT, 0, icon, 0, 0, 16, 16, NULL, 0.0, 0.0, 0.0, 0.0, "Apply modifier to editing cage during Editmode");
uiButSetFunc(but, modifiers_setOnCage, ob, md);
/* XXX uiBlockSetCol(block, TH_AUTO); */
}
}
/* up/down/delete */
if(!isVirtual) {
/* XXX uiBlockSetCol(block, TH_BUT_ACTION); */
uiItemO(row, "", VICON_MOVE_UP, "OBJECT_OT_modifier_move_up");
uiItemO(row, "", VICON_MOVE_DOWN, "OBJECT_OT_modifier_move_down");
uiBlockSetEmboss(block, UI_EMBOSSN);
if(modifier_can_delete(md))
uiItemO(row, "", VICON_X, "OBJECT_OT_modifier_remove");
/* XXX uiBlockSetCol(block, TH_AUTO); */
}
uiBlockSetEmboss(block, UI_EMBOSS);
if(!isVirtual && (md->mode & eModifierMode_Expanded)) {
/* apply/convert/copy */
uiLayout *box;
box= uiLayoutBox(column);
row= uiLayoutRow(box, 1);
if(!isVirtual && (md->type!=eModifierType_Collision) && (md->type!=eModifierType_Surface)) {
/* only here obdata, the rest of modifiers is ob level */
uiBlockSetButLock(block, object_data_is_libdata(ob), ERROR_LIBDATA_MESSAGE);
if(md->type==eModifierType_ParticleSystem) {
ParticleSystem *psys= ((ParticleSystemModifierData *)md)->psys;
if(!(G.f & G_PARTICLEEDIT))
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
if(ELEM3(psys->part->ren_as, PART_DRAW_PATH, PART_DRAW_GR, PART_DRAW_OB) && psys->pathcache)
uiItemO(row, "Convert", 0, "OBJECT_OT_modifier_convert");
}
else
uiItemO(row, "Apply", 0, "OBJECT_OT_modifier_apply");
uiBlockClearButLock(block);
uiBlockSetButLock(block, ob && ob->id.lib, ERROR_LIBDATA_MESSAGE);
if(!ELEM4(md->type, eModifierType_Fluidsim, eModifierType_Softbody, eModifierType_ParticleSystem, eModifierType_Cloth))
uiItemO(row, "Copy", 0, "OBJECT_OT_modifier_copy");
}
result= uiLayoutColumn(box, 0);
block= uiLayoutFreeBlock(box);
}
if(md->error) {
row = uiLayoutRow(uiLayoutBox(column), 0);
/* XXX uiBlockSetCol(block, color); */
uiItemL(row, md->error, ICON_ERROR);
/* XXX uiBlockSetCol(block, TH_AUTO); */
}
return result;
}
uiLayout *uiTemplateModifier(uiLayout *layout, PointerRNA *ptr)
{
Object *ob;
ModifierData *md, *vmd;
int i, lastCageIndex, cageIndex;
/* verify we have valid data */
if(!RNA_struct_is_a(ptr->type, &RNA_Modifier)) {
printf("uiTemplateModifier: expected modifier on object.\n");
return NULL;
}
ob= ptr->id.data;
md= ptr->data;
if(!ob || !(GS(ob->id.name) == ID_OB)) {
printf("uiTemplateModifier: expected modifier on object.\n");
return NULL;
}
uiBlockSetButLock(uiLayoutGetBlock(layout), (ob && ob->id.lib), ERROR_LIBDATA_MESSAGE);
/* find modifier and draw it */
cageIndex = modifiers_getCageIndex(ob, &lastCageIndex);
// XXX virtual modifiers are not accesible for python
vmd = modifiers_getVirtualModifierList(ob);
for(i=0; vmd; i++, vmd=vmd->next) {
if(md == vmd)
return draw_modifier(layout, ob, md, i, cageIndex, lastCageIndex);
else if(vmd->mode & eModifierMode_Virtual)
i--;
}
return NULL;
}
/************************ Constraint Template *************************/
#include "DNA_action_types.h"
#include "DNA_constraint_types.h"
#include "BKE_action.h"
#include "BKE_constraint.h"
#define REDRAWIPO 1
#define REDRAWNLA 2
#define REDRAWBUTSOBJECT 3
#define REDRAWACTION 4
#define B_CONSTRAINT_TEST 5
#define B_CONSTRAINT_CHANGETARGET 6
#define B_CONSTRAINT_INF 7
#define REMAKEIPO 8
#define B_DIFF 9
void do_constraint_panels(bContext *C, void *arg, int event)
{
Scene *scene= CTX_data_scene(C);
Object *ob= CTX_data_active_object(C);
switch(event) {
case B_CONSTRAINT_TEST:
// XXX allqueue(REDRAWVIEW3D, 0);
// XXX allqueue(REDRAWBUTSOBJECT, 0);
// XXX allqueue(REDRAWBUTSEDIT, 0);
break; // no handling
case B_CONSTRAINT_INF:
/* influence; do not execute actions for 1 dag_flush */
if (ob->pose)
ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
break;
case B_CONSTRAINT_CHANGETARGET:
if (ob->pose) ob->pose->flag |= POSE_RECALC; // checks & sorts pose channels
DAG_scene_sort(scene);
break;
default:
break;
}
object_test_constraints(ob);
if(ob->pose) update_pose_constraint_flags(ob->pose);
if(ob->type==OB_ARMATURE) DAG_object_flush_update(scene, ob, OB_RECALC_DATA|OB_RECALC_OB);
else DAG_object_flush_update(scene, ob, OB_RECALC_OB);
// XXX allqueue(REDRAWVIEW3D, 0);
// XXX allqueue(REDRAWBUTSOBJECT, 0);
// XXX allqueue(REDRAWBUTSEDIT, 0);
}
static void constraint_active_func(bContext *C, void *ob_v, void *con_v)
{
ED_object_constraint_set_active(ob_v, con_v);
}
static void verify_constraint_name_func (bContext *C, void *con_v, void *name_v)
{
Object *ob= CTX_data_active_object(C);
bConstraint *con= con_v;
char oldname[32];
if (!con)
return;
/* put on the stack */
BLI_strncpy(oldname, (char *)name_v, 32);
ED_object_constraint_rename(ob, con, oldname);
ED_object_constraint_set_active(ob, con);
// XXX allqueue(REDRAWACTION, 0);
}
/* some commonly used macros in the constraints drawing code */
#define is_armature_target(target) (target && target->type==OB_ARMATURE)
#define is_armature_owner(ob) ((ob->type == OB_ARMATURE) && (ob->flag & OB_POSEMODE))
#define is_geom_target(target) (target && (ELEM(target->type, OB_MESH, OB_LATTICE)) )
/* Helper function for draw constraint - draws constraint space stuff
* This function should not be called if no menus are required
* owner/target: -1 = don't draw menu; 0= not posemode, 1 = posemode
*/
static void draw_constraint_spaceselect (uiBlock *block, bConstraint *con, short xco, short yco, short owner, short target)
{
short tarx, ownx, iconx;
short bwidth;
short iconwidth = 20;
/* calculate sizes and placement of menus */
if (owner == -1) {
bwidth = 125;
tarx = 120;
ownx = 0;
}
else if (target == -1) {
bwidth = 125;
tarx = 0;
ownx = 120;
}
else {
bwidth = 100;
tarx = 85;
iconx = tarx + bwidth + 5;
ownx = tarx + bwidth + iconwidth + 10;
}
uiDefBut(block, LABEL, B_CONSTRAINT_TEST, "Convert:", xco, yco, 80,18, NULL, 0.0, 0.0, 0.0, 0.0, "");
/* Target-Space */
if (target == 1) {
uiDefButC(block, MENU, B_CONSTRAINT_TEST, "Target Space %t|World Space %x0|Pose Space %x2|Local with Parent %x3|Local Space %x1",
tarx, yco, bwidth, 18, &con->tarspace, 0, 0, 0, 0, "Choose space that target is evaluated in");
}
else if (target == 0) {
uiDefButC(block, MENU, B_CONSTRAINT_TEST, "Target Space %t|World Space %x0|Local (Without Parent) Space %x1",
tarx, yco, bwidth, 18, &con->tarspace, 0, 0, 0, 0, "Choose space that target is evaluated in");
}
if ((target != -1) && (owner != -1))
uiDefIconBut(block, LABEL, 0, ICON_ARROW_LEFTRIGHT,
iconx, yco, 20, 20, NULL, 0.0, 0.0, 0.0, 0.0, "");
/* Owner-Space */
if (owner == 1) {
uiDefButC(block, MENU, B_CONSTRAINT_TEST, "Owner Space %t|World Space %x0|Pose Space %x2|Local with Parent %x3|Local Space %x1",
ownx, yco, bwidth, 18, &con->ownspace, 0, 0, 0, 0, "Choose space that owner is evaluated in");
}
else if (owner == 0) {
uiDefButC(block, MENU, B_CONSTRAINT_TEST, "Owner Space %t|World Space %x0|Local (Without Parent) Space %x1",
ownx, yco, bwidth, 18, &con->ownspace, 0, 0, 0, 0, "Choose space that owner is evaluated in");
}
}
/* draw panel showing settings for a constraint */
static uiLayout *draw_constraint(uiLayout *layout, Object *ob, bConstraint *con)
{
bPoseChannel *pchan= get_active_posechannel(ob);
bConstraintTypeInfo *cti;
uiBlock *block;
uiLayout *result= NULL, *col, *box, *row, *subrow;
uiBut *but;
PointerRNA ptr;
char typestr[32];
short width = 265;
short proxy_protected, xco=0, yco=0;
int rb_col;
/* get constraint typeinfo */
cti= constraint_get_typeinfo(con);
if (cti == NULL) {
/* exception for 'Null' constraint - it doesn't have constraint typeinfo! */
if (con->type == CONSTRAINT_TYPE_NULL)
strcpy(typestr, "Null");
else
strcpy(typestr, "Unknown");
}
else
strcpy(typestr, cti->name);
/* determine whether constraint is proxy protected or not */
if (proxylocked_constraints_owner(ob, pchan))
proxy_protected= (con->flag & CONSTRAINT_PROXY_LOCAL)==0;
else
proxy_protected= 0;
/* unless button has own callback, it adds this callback to button */
block= uiLayoutGetBlock(layout);
uiBlockSetHandleFunc(block, do_constraint_panels, NULL);
uiBlockSetFunc(block, constraint_active_func, ob, con);
RNA_pointer_create(&ob->id, &RNA_Constraint, con, &ptr);
col= uiLayoutColumn(layout, 1);
uiLayoutSetContextPointer(col, "constraint", &ptr);
box= uiLayoutBox(col);
row= uiLayoutRow(box, 0);
block= uiLayoutGetBlock(box);
subrow= uiLayoutRow(row, 0);
uiLayoutSetAlignment(subrow, UI_LAYOUT_ALIGN_LEFT);
/* Draw constraint header */
uiBlockSetEmboss(block, UI_EMBOSSN);
/* rounded header */
rb_col= (con->flag & CONSTRAINT_ACTIVE)?50:20;
/* open/close */
uiDefIconButBitS(block, ICONTOG, CONSTRAINT_EXPAND, B_CONSTRAINT_TEST, ICON_TRIA_RIGHT, xco-10, yco, 20, 20, &con->flag, 0.0, 0.0, 0.0, 0.0, "Collapse/Expand Constraint");
/* name */
uiBlockSetEmboss(block, UI_EMBOSS);
/* XXX if (con->flag & CONSTRAINT_DISABLE)
uiBlockSetCol(block, TH_REDALERT);*/
uiDefBut(block, LABEL, B_CONSTRAINT_TEST, typestr, xco+10, yco, 100, 18, NULL, 0.0, 0.0, 0.0, 0.0, "");
if(proxy_protected == 0) {
but = uiDefBut(block, TEX, B_CONSTRAINT_TEST, "", xco+120, yco, 85, 18, con->name, 0.0, 29.0, 0.0, 0.0, "Constraint name");
uiButSetFunc(but, verify_constraint_name_func, con, NULL);
}
else
uiDefBut(block, LABEL, B_CONSTRAINT_TEST, con->name, xco+120, yco-1, 135, 19, NULL, 0.0, 0.0, 0.0, 0.0, "");
// XXX uiBlockSetCol(block, TH_AUTO);
subrow= uiLayoutRow(row, 0);
uiLayoutSetAlignment(subrow, UI_LAYOUT_ALIGN_RIGHT);
/* proxy-protected constraints cannot be edited, so hide up/down + close buttons */
if (proxy_protected) {
uiBlockSetEmboss(block, UI_EMBOSSN);
/* draw a ghost icon (for proxy) and also a lock beside it, to show that constraint is "proxy locked" */
uiDefIconBut(block, BUT, B_CONSTRAINT_TEST, ICON_GHOST, xco+244, yco, 19, 19, NULL, 0.0, 0.0, 0.0, 0.0, "Proxy Protected");
uiDefIconBut(block, BUT, B_CONSTRAINT_TEST, ICON_LOCKED, xco+262, yco, 19, 19, NULL, 0.0, 0.0, 0.0, 0.0, "Proxy Protected");
uiBlockSetEmboss(block, UI_EMBOSS);
}
else {
short prev_proxylock, show_upbut, show_downbut;
/* Up/Down buttons:
* Proxy-constraints are not allowed to occur after local (non-proxy) constraints
* as that poses problems when restoring them, so disable the "up" button where
* it may cause this situation.
*
* Up/Down buttons should only be shown (or not greyed - todo) if they serve some purpose.
*/
if (proxylocked_constraints_owner(ob, pchan)) {
if (con->prev) {
prev_proxylock= (con->prev->flag & CONSTRAINT_PROXY_LOCAL) ? 0 : 1;
}
else
prev_proxylock= 0;
}
else
prev_proxylock= 0;
show_upbut= ((prev_proxylock == 0) && (con->prev));
show_downbut= (con->next) ? 1 : 0;
if (show_upbut || show_downbut) {
uiBlockBeginAlign(block);
uiBlockSetEmboss(block, UI_EMBOSS);
if (show_upbut)
uiDefIconButO(block, BUT, "CONSTRAINT_OT_move_up", WM_OP_INVOKE_DEFAULT, VICON_MOVE_UP, xco+width-50, yco, 16, 18, "Move constraint up in constraint stack");
if (show_downbut)
uiDefIconButO(block, BUT, "CONSTRAINT_OT_move_down", WM_OP_INVOKE_DEFAULT, VICON_MOVE_DOWN, xco+width-50+18, yco, 16, 18, "Move constraint down in constraint stack");
uiBlockEndAlign(block);
}
/* Close 'button' - emboss calls here disable drawing of 'button' behind X */
uiBlockSetEmboss(block, UI_EMBOSSN);
uiDefIconButO(block, BUT, "CONSTRAINT_OT_delete", WM_OP_INVOKE_DEFAULT, ICON_X, xco+262, yco, 19, 19, "Delete constraint");
uiBlockSetEmboss(block, UI_EMBOSS);
}
/* Set but-locks for protected settings (magic numbers are used here!) */
if (proxy_protected)
uiBlockSetButLock(block, 1, "Cannot edit Proxy-Protected Constraint");
/* Draw constraint data */
if ((con->flag & CONSTRAINT_EXPAND) == 0) {
(yco) -= 21;
}
else {
box= uiLayoutBox(col);
block= uiLayoutFreeBlock(box);
switch (con->type) {
#ifndef DISABLE_PYTHON
case CONSTRAINT_TYPE_PYTHON:
{
bPythonConstraint *data = con->data;
bConstraintTarget *ct;
// uiBut *but2;
int tarnum, theight;
// static int pyconindex=0;
// char *menustr;
theight = (data->tarnum)? (data->tarnum * 38) : (38);
uiDefBut(block, LABEL, B_CONSTRAINT_TEST, "Script:", xco+60, yco-24, 55, 18, NULL, 0.0, 0.0, 0.0, 0.0, "");
/* do the scripts menu */
/* XXX menustr = buildmenu_pyconstraints(data->text, &pyconindex);
but2 = uiDefButI(block, MENU, B_CONSTRAINT_TEST, menustr,
xco+120, yco-24, 150, 20, &pyconindex,
0, 0, 0, 0, "Set the Script Constraint to use");
uiButSetFunc(but2, validate_pyconstraint_cb, data, &pyconindex);
MEM_freeN(menustr); */
/* draw target(s) */
if (data->flag & PYCON_USETARGETS) {
/* Draw target parameters */
for (ct=data->targets.first, tarnum=1; ct; ct=ct->next, tarnum++) {
char tarstr[32];
short yoffset= ((tarnum-1) * 38);
/* target label */
sprintf(tarstr, "Target %d:", tarnum);
uiDefBut(block, LABEL, B_CONSTRAINT_TEST, tarstr, xco+45, yco-(48+yoffset), 100, 18, NULL, 0.0, 0.0, 0.0, 0.0, "");
/* target space-selector - per target */
if (is_armature_target(ct->tar)) {
uiDefButS(block, MENU, B_CONSTRAINT_TEST, "Target Space %t|World Space %x0|Pose Space %x3|Local with Parent %x4|Local Space %x1",
xco+10, yco-(66+yoffset), 100, 18, &ct->space, 0, 0, 0, 0, "Choose space that target is evaluated in");
}
else {
uiDefButS(block, MENU, B_CONSTRAINT_TEST, "Target Space %t|World Space %x0|Local (Without Parent) Space %x1",
xco+10, yco-(66+yoffset), 100, 18, &ct->space, 0, 0, 0, 0, "Choose space that target is evaluated in");
}
uiBlockBeginAlign(block);
/* target object */
uiDefIDPoinBut(block, test_obpoin_but, ID_OB, B_CONSTRAINT_CHANGETARGET, "OB:", xco+120, yco-(48+yoffset), 150, 18, &ct->tar, "Target Object");
/* subtarget */
if (is_armature_target(ct->tar)) {
but= uiDefBut(block, TEX, B_CONSTRAINT_CHANGETARGET, "BO:", xco+120, yco-(66+yoffset),150,18, &ct->subtarget, 0, 24, 0, 0, "Subtarget Bone");
uiButSetCompleteFunc(but, autocomplete_bone, (void *)ct->tar);
}
else if (is_geom_target(ct->tar)) {
but= uiDefBut(block, TEX, B_CONSTRAINT_CHANGETARGET, "VG:", xco+120, yco-(66+yoffset),150,18, &ct->subtarget, 0, 24, 0, 0, "Name of Vertex Group defining 'target' points");
uiButSetCompleteFunc(but, autocomplete_vgroup, (void *)ct->tar);
}
else {
strcpy(ct->subtarget, "");
}
uiBlockEndAlign(block);
}
}
else {
/* Draw indication that no target needed */
uiDefBut(block, LABEL, B_CONSTRAINT_TEST, "Target:", xco+60, yco-48, 55, 18, NULL, 0.0, 0.0, 0.0, 0.0, "");
uiDefBut(block, LABEL, B_CONSTRAINT_TEST, "Not Applicable", xco+120, yco-48, 150, 18, NULL, 0.0, 0.0, 0.0, 0.0, "");
}
/* settings */
uiBlockBeginAlign(block);
but=uiDefBut(block, BUT, B_CONSTRAINT_TEST, "Options", xco, yco-(52+theight), (width/2),18, NULL, 0, 24, 0, 0, "Change some of the constraint's settings.");
// XXX uiButSetFunc(but, BPY_pyconstraint_settings, data, NULL);
but=uiDefBut(block, BUT, B_CONSTRAINT_TEST, "Refresh", xco+((width/2)+10), yco-(52+theight), (width/2),18, NULL, 0, 24, 0, 0, "Force constraint to refresh it's settings");
uiBlockEndAlign(block);
/* constraint space settings */
draw_constraint_spaceselect(block, con, xco, yco-(73+theight), is_armature_owner(ob), -1);
}
break;
#endif /* DISABLE_PYTHON */
/*case CONSTRAINT_TYPE_RIGIDBODYJOINT:
{
if (data->type==CONSTRAINT_RB_GENERIC6DOF) {
// Draw Pairs of LimitToggle+LimitValue
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 1, B_CONSTRAINT_TEST, "LinMinX", xco, yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use minimum x limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+togButWidth, yco-offsetY, (textButWidth-5), 18, &(data->minLimit[0]), -extremeLin, extremeLin, 0.1,0.5,"min x limit");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 1, B_CONSTRAINT_TEST, "LinMaxX", xco+(width-(textButWidth-5)-togButWidth), yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use maximum x limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+(width-textButWidth-5), yco-offsetY, (textButWidth), 18, &(data->maxLimit[0]), -extremeLin, extremeLin, 0.1,0.5,"max x limit");
uiBlockEndAlign(block);
offsetY += 20;
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 2, B_CONSTRAINT_TEST, "LinMinY", xco, yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use minimum y limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+togButWidth, yco-offsetY, (textButWidth-5), 18, &(data->minLimit[1]), -extremeLin, extremeLin, 0.1,0.5,"min y limit");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 2, B_CONSTRAINT_TEST, "LinMaxY", xco+(width-(textButWidth-5)-togButWidth), yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use maximum y limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+(width-textButWidth-5), yco-offsetY, (textButWidth), 18, &(data->maxLimit[1]), -extremeLin, extremeLin, 0.1,0.5,"max y limit");
uiBlockEndAlign(block);
offsetY += 20;
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 4, B_CONSTRAINT_TEST, "LinMinZ", xco, yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use minimum z limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+togButWidth, yco-offsetY, (textButWidth-5), 18, &(data->minLimit[2]), -extremeLin, extremeLin, 0.1,0.5,"min z limit");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 4, B_CONSTRAINT_TEST, "LinMaxZ", xco+(width-(textButWidth-5)-togButWidth), yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use maximum z limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+(width-textButWidth-5), yco-offsetY, (textButWidth), 18, &(data->maxLimit[2]), -extremeLin, extremeLin, 0.1,0.5,"max z limit");
uiBlockEndAlign(block);
offsetY += 20;
}
if ((data->type==CONSTRAINT_RB_GENERIC6DOF) || (data->type==CONSTRAINT_RB_CONETWIST)) {
// Draw Pairs of LimitToggle+LimitValue /
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 8, B_CONSTRAINT_TEST, "AngMinX", xco, yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use minimum x limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+togButWidth, yco-offsetY, (textButWidth-5), 18, &(data->minLimit[3]), -extremeAngX, extremeAngX, 0.1,0.5,"min x limit");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 8, B_CONSTRAINT_TEST, "AngMaxX", xco+(width-(textButWidth-5)-togButWidth), yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use maximum x limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+(width-textButWidth-5), yco-offsetY, (textButWidth), 18, &(data->maxLimit[3]), -extremeAngX, extremeAngX, 0.1,0.5,"max x limit");
uiBlockEndAlign(block);
offsetY += 20;
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 16, B_CONSTRAINT_TEST, "AngMinY", xco, yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use minimum y limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+togButWidth, yco-offsetY, (textButWidth-5), 18, &(data->minLimit[4]), -extremeAngY, extremeAngY, 0.1,0.5,"min y limit");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 16, B_CONSTRAINT_TEST, "AngMaxY", xco+(width-(textButWidth-5)-togButWidth), yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use maximum y limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+(width-textButWidth-5), yco-offsetY, (textButWidth), 18, &(data->maxLimit[4]), -extremeAngY, extremeAngY, 0.1,0.5,"max y limit");
uiBlockEndAlign(block);
offsetY += 20;
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 32, B_CONSTRAINT_TEST, "AngMinZ", xco, yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use minimum z limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+togButWidth, yco-offsetY, (textButWidth-5), 18, &(data->minLimit[5]), -extremeAngZ, extremeAngZ, 0.1,0.5,"min z limit");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 32, B_CONSTRAINT_TEST, "AngMaxZ", xco+(width-(textButWidth-5)-togButWidth), yco-offsetY, togButWidth, 18, &data->flag, 0, 24, 0, 0, "Use maximum z limit");
uiDefButF(block, NUM, B_CONSTRAINT_TEST, "", xco+(width-textButWidth-5), yco-offsetY, (textButWidth), 18, &(data->maxLimit[5]), -extremeAngZ, extremeAngZ, 0.1,0.5,"max z limit");
uiBlockEndAlign(block);
}
}
break;
*/
case CONSTRAINT_TYPE_NULL:
{
uiItemL(box, "", 0);
}
break;
default:
result= box;
break;
}
}
/* clear any locks set up for proxies/lib-linking */
uiBlockClearButLock(block);
return result;
}
uiLayout *uiTemplateConstraint(uiLayout *layout, PointerRNA *ptr)
{
Object *ob;
bConstraint *con;
/* verify we have valid data */
if(!RNA_struct_is_a(ptr->type, &RNA_Constraint)) {
printf("uiTemplateConstraint: expected constraint on object.\n");
return NULL;
}
ob= ptr->id.data;
con= ptr->data;
if(!ob || !(GS(ob->id.name) == ID_OB)) {
printf("uiTemplateConstraint: expected constraint on object.\n");
return NULL;
}
uiBlockSetButLock(uiLayoutGetBlock(layout), (ob && ob->id.lib), ERROR_LIBDATA_MESSAGE);
/* hrms, the temporal constraint should not draw! */
if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data= con->data;
if(data->flag & CONSTRAINT_IK_TEMP)
return NULL;
}
return draw_constraint(layout, ob, con);
}
/************************* Group Template ***************************/
#if 0
static void do_add_groupmenu(void *arg, int event)
{
Object *ob= OBACT;
if(ob) {
if(event== -1) {
Group *group= add_group( "Group" );
add_to_group(group, ob);
}
else
add_to_group(BLI_findlink(&G.main->group, event), ob);
ob->flag |= OB_FROMGROUP;
BASACT->flag |= OB_FROMGROUP;
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWVIEW3D, 0);
}
}
static uiBlock *add_groupmenu(void *arg_unused)
{
uiBlock *block;
Group *group;
short xco=0, yco= 0, index=0;
char str[32];
block= uiNewBlock(&curarea->uiblocks, "add_constraintmenu", UI_EMBOSSP, UI_HELV, curarea->win);
uiBlockSetButmFunc(block, do_add_groupmenu, NULL);
uiDefBut(block, BUTM, B_NOP, "ADD NEW", 0, 20, 160, 19, NULL, 0.0, 0.0, 1, -1, "");
for(group= G.main->group.first; group; group= group->id.next, index++) {
/*if(group->id.lib) strcpy(str, "L ");*/ /* we cant allow adding objects inside linked groups, it wont be saved anyway */
if(group->id.lib==0) {
strcpy(str, " ");
strcat(str, group->id.name+2);
uiDefBut(block, BUTM, B_NOP, str, xco*160, -20*yco, 160, 19, NULL, 0.0, 0.0, 1, index, "");
yco++;
if(yco>24) {
yco= 0;
xco++;
}
}
}
uiTextBoundsBlock(block, 50);
uiBlockSetDirection(block, UI_DOWN);
return block;
}
static void group_ob_rem(void *gr_v, void *ob_v)
{
Object *ob= OBACT;
if(rem_from_group(gr_v, ob) && find_group(ob, NULL)==NULL) {
ob->flag &= ~OB_FROMGROUP;
BASACT->flag &= ~OB_FROMGROUP;
}
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWVIEW3D, 0);
}
static void group_local(void *gr_v, void *unused)
{
Group *group= gr_v;
group->id.lib= NULL;
allqueue(REDRAWBUTSOBJECT, 0);
allqueue(REDRAWVIEW3D, 0);
}
uiLayout *uiTemplateGroup(uiLayout *layout, Object *ob, Group *group)
{
uiSetButLock(1, NULL);
uiDefBlockBut(block, add_groupmenu, NULL, "Add to Group", 10,150,150,20, "Add Object to a new Group");
/* all groups */
if(group->id.lib) {
uiLayoutRow()
uiBlockBeginAlign(block);
uiSetButLock(GET_INT_FROM_POINTER(group->id.lib), ERROR_LIBDATA_MESSAGE); /* We cant actually use this button */
uiDefBut(block, TEX, B_IDNAME, "GR:", 10, 120-yco, 100, 20, group->id.name+2, 0.0, 21.0, 0, 0, "Displays Group name. Click to change.");
uiClearButLock();
but= uiDefIconBut(block, BUT, B_NOP, ICON_PARLIB, 110, 120-yco, 20, 20, NULL, 0.0, 0.0, 0.0, 0.0, "Make Group local");
uiButSetFunc(but, group_local, group, NULL);
uiBlockEndAlign(block);
} else {
but = uiDefBut(block, TEX, B_IDNAME, "GR:", 10, 120-yco, 120, 20, group->id.name+2, 0.0, 21.0, 0, 0, "Displays Group name. Click to change.");
uiButSetFunc(but, test_idbutton_cb, group->id.name, NULL);
}
xco = 290;
if(group->id.lib==0) { /* cant remove objects from linked groups */
but = uiDefIconBut(block, BUT, B_NOP, VICON_X, xco, 120-yco, 20, 20, NULL, 0.0, 0.0, 0.0, 0.0, "Remove Group membership");
uiButSetFunc(but, group_ob_rem, group, ob);
}
}
#endif
/************************* Preview Template ***************************/
#include "DNA_material_types.h"
#define B_MATPRV 1
static void do_preview_buttons(bContext *C, void *arg, int event)
{
switch(event) {
case B_MATPRV:
WM_event_add_notifier(C, NC_MATERIAL|ND_SHADING, arg);
break;
}
}
void uiTemplatePreview(uiLayout *layout, ID *id)
{
uiLayout *row, *col;
uiBlock *block;
Material *ma;
if(id && !ELEM4(GS(id->name), ID_MA, ID_TE, ID_WO, ID_LA)) {
printf("uiTemplatePreview: expected ID of type material, texture, lamp or world.\n");
return;
}
block= uiLayoutGetBlock(layout);
row= uiLayoutRow(layout, 0);
col= uiLayoutColumn(row, 0);
uiLayoutSetKeepAspect(col, 1);
uiDefBut(block, BUT_EXTRA, 0, "", 0, 0, UI_UNIT_X*6, UI_UNIT_Y*6, id, 0.0, 0.0, 0, 0, "");
uiBlockSetDrawExtraFunc(block, ED_preview_draw);
uiBlockSetHandleFunc(block, do_preview_buttons, NULL);
if(id) {
if(GS(id->name) == ID_MA) {
ma= (Material*)id;
uiLayoutColumn(row, 1);
uiDefIconButC(block, ROW, B_MATPRV, ICON_MATPLANE, 0, 0,UI_UNIT_X*1.5,UI_UNIT_Y, &(ma->pr_type), 10, MA_FLAT, 0, 0, "Preview type: Flat XY plane");
uiDefIconButC(block, ROW, B_MATPRV, ICON_MATSPHERE, 0, 0,UI_UNIT_X*1.5,UI_UNIT_Y, &(ma->pr_type), 10, MA_SPHERE, 0, 0, "Preview type: Sphere");
uiDefIconButC(block, ROW, B_MATPRV, ICON_MATCUBE, 0, 0,UI_UNIT_X*1.5,UI_UNIT_Y, &(ma->pr_type), 10, MA_CUBE, 0, 0, "Preview type: Cube");
uiDefIconButC(block, ROW, B_MATPRV, ICON_MONKEY, 0, 0,UI_UNIT_X*1.5,UI_UNIT_Y, &(ma->pr_type), 10, MA_MONKEY, 0, 0, "Preview type: Monkey");
uiDefIconButC(block, ROW, B_MATPRV, ICON_HAIR, 0, 0,UI_UNIT_X*1.5,UI_UNIT_Y, &(ma->pr_type), 10, MA_HAIR, 0, 0, "Preview type: Hair strands");
uiDefIconButC(block, ROW, B_MATPRV, ICON_MATSPHERE, 0, 0,UI_UNIT_X*1.5,UI_UNIT_Y, &(ma->pr_type), 10, MA_SPHERE_A, 0, 0, "Preview type: Large sphere with sky");
}
}
}
/********************** ColorRamp Template **************************/
void uiTemplateColorRamp(uiLayout *layout, ColorBand *coba, int expand)
{
uiBlock *block;
rctf rect;
if(coba) {
rect.xmin= 0; rect.xmax= 200;
rect.ymin= 0; rect.ymax= 190;
block= uiLayoutFreeBlock(layout);
colorband_buttons(block, coba, &rect, !expand);
}
}
/********************* CurveMapping Template ************************/
#include "DNA_color_types.h"
void uiTemplateCurveMapping(uiLayout *layout, CurveMapping *cumap, int type)
{
uiBlock *block;
rctf rect;
if(cumap) {
rect.xmin= 0; rect.xmax= 200;
rect.ymin= 0; rect.ymax= 190;
block= uiLayoutFreeBlock(layout);
curvemap_buttons(block, cumap, type, 0, 0, &rect);
}
}
/********************* Layer Buttons Template ************************/
// TODO:
// - option for showing extra info like whether layer has contents?
// - for now, grouping of layers is determined by dividing up the length of
// the array of layer bitflags
void uiTemplateLayers(uiLayout *layout, PointerRNA *ptr, char *propname)
{
uiLayout *uRow, *uSplit, *uCol;
PropertyRNA *prop;
int groups, cols, layers;
int group, col, layer, row;
if (!ptr->data)
return;
prop= RNA_struct_find_property(ptr, propname);
if (!prop) {
printf("uiTemplateLayer: layers property not found: %s\n", propname);
return;
}
/* the number of layers determines the way we group them
* - we want 2 rows only (for now)
* - the number of columns (cols) is the total number of buttons per row
* the 'remainder' is added to this, as it will be ok to have first row slightly wider if need be
* - for now, only split into groups if if group will have at least 5 items
*/
layers= RNA_property_array_length(prop);
cols= (layers / 2) + (layers % 2);
groups= ((cols / 2) < 5) ? (1) : (cols / 2);
/* layers are laid out going across rows, with the columns being divided into groups */
uSplit= uiLayoutSplit(layout, (1.0f/(float)groups));
for (group= 0; group < groups; group++) {
uCol= uiLayoutColumn(uSplit, 1);
for (row= 0; row < 2; row++) {
uRow= uiLayoutRow(uCol, 1);
layer= groups*cols*row + cols*group;
/* add layers as toggle buts */
for (col= 0; (col < cols) && (layer < layers); col++, layer++) {
int icon=0; // XXX - add some way of setting this...
uiItemFullR(uRow, "", icon, ptr, prop, layer, 0, 0, 0, 1);
}
}
}
}
/************************* List Template **************************/
ListBase uiTemplateList(uiLayout *layout, PointerRNA *ptr, char *propname, PointerRNA *activeptr, char *activepropname, int rows, int columns, int compact)
{
CollectionPointerLink *link;
PropertyRNA *prop= NULL, *activeprop;
PropertyType type, activetype;
StructRNA *ptype;
uiLayout *box, *row, *col;
uiBlock *block;
uiBut *but;
Panel *pa;
ListBase lb;
char *name, str[32];
int icon=0, i= 0, activei= 0, len, items, found, min, max;
lb.first= lb.last= NULL;
/* validate arguments */
block= uiLayoutGetBlock(layout);
pa= block->panel;
if(!pa) {
printf("uiTemplateList: only works inside a panel.\n");
return lb;
}
if(!activeptr->data)
return lb;
if(ptr->data) {
prop= RNA_struct_find_property(ptr, propname);
if(!prop) {
printf("uiTemplateList: property not found: %s\n", propname);
return lb;
}
}
activeprop= RNA_struct_find_property(activeptr, activepropname);
if(!activeprop) {
printf("uiTemplateList: property not found: %s\n", activepropname);
return lb;
}
if(prop) {
type= RNA_property_type(prop);
if(type != PROP_COLLECTION) {
printf("uiTemplateList: expected collection property.\n");
return lb;
}
}
activetype= RNA_property_type(activeprop);
if(activetype != PROP_INT) {
printf("uiTemplateList: expected integer property.\n");
return lb;
}
/* get icon */
if(ptr->data && prop) {
ptype= RNA_property_pointer_type(ptr, prop);
icon= RNA_struct_ui_icon(ptype);
}
/* get active data */
activei= RNA_property_int_get(activeptr, activeprop);
if(compact) {
/* compact layout */
found= 0;
row= uiLayoutRow(layout, 1);
if(ptr->data && prop) {
/* create list items */
RNA_PROP_BEGIN(ptr, itemptr, prop) {
found= (activei == i);
if(found) {
/* create button */
name= RNA_struct_name_get_alloc(&itemptr, NULL, 0);
uiItemL(row, (name)? name: "", icon);
if(name)
MEM_freeN(name);
/* add to list to return */
link= MEM_callocN(sizeof(CollectionPointerLink), "uiTemplateList return");
link->ptr= itemptr;
BLI_addtail(&lb, link);
}
i++;
}
RNA_PROP_END;
}
/* if not found, add in dummy button */
if(i == 0)
uiItemL(row, "", 0);
/* next/prev button */
sprintf(str, "%d :", i);
but= uiDefIconTextButR(block, NUM, 0, 0, str, 0,0,UI_UNIT_X*5,UI_UNIT_Y, activeptr, activepropname, 0, 0, 0, 0, 0, "");
if(i == 0)
uiButSetFlag(but, UI_BUT_DISABLED);
}
else {
/* default rows/columns */
if(rows == 0)
rows= 5;
if(columns == 0)
columns= 1;
/* layout */
box= uiLayoutBox(layout);
row= uiLayoutRow(box, 0);
col = uiLayoutColumn(row, 1);
uiBlockSetEmboss(block, UI_EMBOSSN);
/* init numbers */
RNA_property_int_range(activeptr, activeprop, &min, &max);
len= max - min + 1;
items= rows*columns;
pa->list_scroll= MIN2(pa->list_scroll, len-items);
pa->list_scroll= MAX2(pa->list_scroll, 0);
if(ptr->data && prop) {
/* create list items */
RNA_PROP_BEGIN(ptr, itemptr, prop) {
if(i >= pa->list_scroll && i<pa->list_scroll+items) {
name= RNA_struct_name_get_alloc(&itemptr, NULL, 0);
/* create button */
but= uiDefIconTextButR(block, ROW, 0, icon, (name)? name: "", 0,0,UI_UNIT_X*10,UI_UNIT_Y, activeptr, activepropname, 0, 0, i, 0, 0, "");
uiButSetFlag(but, UI_ICON_LEFT|UI_TEXT_LEFT);
if(name)
MEM_freeN(name);
/* add to list to return */
link= MEM_callocN(sizeof(CollectionPointerLink), "uiTemplateList return");
link->ptr= itemptr;
BLI_addtail(&lb, link);
}
i++;
}
RNA_PROP_END;
}
/* add dummy buttons to fill space */
while(i < pa->list_scroll+items) {
if(i >= pa->list_scroll)
uiItemL(col, "", 0);
i++;
}
uiBlockSetEmboss(block, UI_EMBOSS);
/* add scrollbar */
if(len > items) {
col= uiLayoutColumn(row, 0);
uiDefButI(block, SCROLL, 0, "", 0,0,UI_UNIT_X*0.75,UI_UNIT_Y*items, &pa->list_scroll, 0, len-items, items, 0, "");
}
}
/* return items in list */
return lb;
}
/************************* Operator Search Template **************************/
static void operator_call_cb(struct bContext *C, void *arg1, void *arg2)
{
wmOperatorType *ot= arg2;
if(ot)
WM_operator_name_call(C, ot->idname, WM_OP_INVOKE_DEFAULT, NULL);
}
static void operator_search_cb(const struct bContext *C, void *arg, char *str, uiSearchItems *items)
{
wmOperatorType *ot = WM_operatortype_first();
for(; ot; ot= ot->next) {
if(BLI_strcasestr(ot->name, str)) {
if(ot->poll==NULL || ot->poll((bContext *)C)) {
char name[256];
int len= strlen(ot->name);
/* display name for menu, can hold hotkey */
BLI_strncpy(name, ot->name, 256);
/* check for hotkey */
if(len < 256-6) {
if(WM_key_event_operator_string(C, ot->idname, WM_OP_EXEC_DEFAULT, NULL, &name[len+1], 256-len-1))
name[len]= '|';
}
if(0==uiSearchItemAdd(items, name, ot, 0))
break;
}
}
}
}
void uiTemplateOperatorSearch(uiLayout *layout)
{
uiBlock *block;
uiBut *but;
static char search[256]= "";
block= uiLayoutGetBlock(layout);
uiBlockSetCurLayout(block, layout);
but= uiDefSearchBut(block, search, 0, ICON_VIEWZOOM, sizeof(search), 0, 0, UI_UNIT_X*6, UI_UNIT_Y, "");
uiButSetSearchFunc(but, operator_search_cb, NULL, operator_call_cb, NULL);
}
/************************* Running Jobs Template **************************/
#define B_STOPRENDER 1
#define B_STOPCAST 2
#define B_STOPANIM 3
static void do_running_jobs(bContext *C, void *arg, int event)
{
switch(event) {
case B_STOPRENDER:
G.afbreek= 1;
break;
case B_STOPCAST:
WM_jobs_stop(CTX_wm_manager(C), CTX_wm_screen(C));
break;
case B_STOPANIM:
ED_screen_animation_timer(C, 0, 0);
break;
}
}
void uiTemplateRunningJobs(uiLayout *layout, bContext *C)
{
bScreen *screen= CTX_wm_screen(C);
Scene *scene= CTX_data_scene(C);
wmWindowManager *wm= CTX_wm_manager(C);
uiBlock *block;
block= uiLayoutGetBlock(layout);
uiBlockSetCurLayout(block, layout);
uiBlockSetHandleFunc(block, do_running_jobs, NULL);
if(WM_jobs_test(wm, scene))
uiDefIconTextBut(block, BUT, B_STOPRENDER, ICON_REC, "Render", 0,0,75,UI_UNIT_Y, NULL, 0.0f, 0.0f, 0, 0, "Stop rendering");
if(WM_jobs_test(wm, screen))
uiDefIconTextBut(block, BUT, B_STOPCAST, ICON_REC, "Capture", 0,0,85,UI_UNIT_Y, NULL, 0.0f, 0.0f, 0, 0, "Stop screencast");
if(screen->animtimer)
uiDefIconTextBut(block, BUT, B_STOPANIM, ICON_REC, "Anim Player", 0,0,85,UI_UNIT_Y, NULL, 0.0f, 0.0f, 0, 0, "Stop animation playback");
}