Changes to Brush texture workflow

This changes how textures are accessed from Brushes, with the intention of simplifying 
the workflow, and reducing the amount of clicking. Rather than the previous texture slots 
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather 
than taking time having to set up your slots in advance, you can now select and change 
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can 
be used, or for fast access, it's easy to make a duplicate of your brush with the texture 
you like and assign a hotkey.

Brush textures can now be chosen from a new Textures panel in the brush tool 
properties - click on the thumbnail to open a texture selector. This is done using a new 
variation on the ID template - the number of rows and columns to display in the popup 
can be customised in the UI scripts.
This commit is contained in:
2010-01-03 08:37:18 +00:00
parent ca4a5f309e
commit 251ef0a47f
25 changed files with 357 additions and 223 deletions

View File

@@ -695,6 +695,27 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
/* *********************** text/icon ************************************** */
#define PREVIEW_PAD 4
static void widget_draw_preview(BIFIconID icon, float aspect, float alpha, rcti *rect)
{
int w, h, x, y, size;
/* only display previews for actual preview images .. ? */
if (icon < BIFICONID_LAST)
return;
w = rect->xmax - rect->xmin;
h = rect->ymax - rect->ymin;
size = MIN2(w, h);
size -= PREVIEW_PAD*2; /* padding */
x = rect->xmin + w/2 - size/2;
y = rect->ymin + h/2 - size/2;
UI_icon_draw_preview_aspect_size(x, y, icon, aspect, size);
}
/* icons have been standardized... and this call draws in untransformed coordinates */
#define ICON_HEIGHT 16.0f
@@ -704,6 +725,11 @@ static void widget_draw_icon(uiBut *but, BIFIconID icon, float alpha, rcti *rect
int xs=0, ys=0;
float aspect, height;
if (but->flag & UI_ICON_PREVIEW) {
widget_draw_preview(icon, but->block->aspect, alpha, rect);
return;
}
/* this icon doesn't need draw... */
if(icon==ICON_BLANK1 && (but->flag & UI_ICON_SUBMENU)==0) return;
@@ -2692,3 +2718,25 @@ void ui_draw_menu_item(uiFontStyle *fstyle, rcti *rect, char *name, int iconid,
}
}
void ui_draw_preview_item(uiFontStyle *fstyle, rcti *rect, char *name, int iconid, int state)
{
rcti trect = *rect;
uiWidgetType *wt= widget_type(UI_WTYPE_MENU_ITEM);
wt->state(wt, state);
wt->draw(&wt->wcol, rect, 0, 0);
widget_draw_preview(iconid, 1.f, 1.f, rect);
if (state == UI_ACTIVE)
glColor3ubv((unsigned char*)wt->wcol.text);
else
glColor3ubv((unsigned char*)wt->wcol.text_sel);
trect.xmin += 0;
trect.xmax = trect.xmin + BLF_width(name) + 10;
trect.ymin += 10;
trect.ymax = trect.ymin + BLF_height(name);
uiStyleFontDraw(fstyle, &trect, name);
}