2.5 Object mode:
* Made object mode an enum, shows better in the debugger * Added a toggle mode to the set object mode operator * Toggling a mode on and off goes back to the previous mode, not just object mode * Changed the vertex mode and weight mode shortcuts to call the toggle mode operator
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@@ -7092,18 +7092,31 @@ static const char *object_mode_op_string(int mode)
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static int object_mode_set_exec(bContext *C, wmOperator *op)
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{
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Object *ob= CTX_data_active_object(C);
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int mode = RNA_enum_get(op->ptr, "mode");
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ObjectMode mode = RNA_enum_get(op->ptr, "mode");
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ObjectMode restore_mode = ob->mode;
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int toggle = RNA_boolean_get(op->ptr, "toggle");
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if(!ob)
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return OPERATOR_CANCELLED;
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/* Exit off current mode */
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if(ob->mode != OB_MODE_OBJECT)
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/* Exit current mode if it's not the mode we're setting */
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if(ob->mode != OB_MODE_OBJECT && ob->mode != mode)
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WM_operator_name_call(C, object_mode_op_string(ob->mode), WM_OP_EXEC_REGION_WIN, NULL);
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/* Enter new mode */
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if(mode != OB_MODE_OBJECT)
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WM_operator_name_call(C, object_mode_op_string(mode), WM_OP_EXEC_REGION_WIN, NULL);
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if(mode != OB_MODE_OBJECT) {
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/* Enter new mode */
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if(ob->mode != mode || toggle)
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WM_operator_name_call(C, object_mode_op_string(mode), WM_OP_EXEC_REGION_WIN, NULL);
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if(toggle) {
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if(ob->mode == mode)
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/* For toggling, store old mode so we know what to go back to */
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ob->restore_mode = restore_mode;
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else if(ob->restore_mode != OB_MODE_OBJECT && ob->restore_mode != mode) {
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WM_operator_name_call(C, object_mode_op_string(ob->restore_mode), WM_OP_EXEC_REGION_WIN, NULL);
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}
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}
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}
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return OPERATOR_FINISHED;
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}
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@@ -7127,6 +7140,8 @@ void OBJECT_OT_mode_set(wmOperatorType *ot)
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prop= RNA_def_enum(ot->srna, "mode", object_mode_items, 0, "Mode", "");
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RNA_def_enum_funcs(prop, object_mode_set_itemsf);
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RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", "");
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}
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@@ -106,8 +106,12 @@ void view3d_keymap(wmWindowManager *wm)
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ListBase *keymap= WM_keymap_listbase(wm, "View3D Generic", SPACE_VIEW3D, 0);
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wmKeymapItem *km;
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WM_keymap_add_item(keymap, "PAINT_OT_vertex_paint_toggle", VKEY, KM_PRESS, 0, 0);
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WM_keymap_add_item(keymap, "PAINT_OT_weight_paint_toggle", TABKEY, KM_PRESS, KM_CTRL, 0);
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km = WM_keymap_add_item(keymap, "OBJECT_OT_mode_set", VKEY, KM_PRESS, 0, 0);
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RNA_enum_set(km->ptr, "mode", OB_MODE_VERTEX_PAINT);
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RNA_boolean_set(km->ptr, "toggle", 1);
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km = WM_keymap_add_item(keymap, "OBJECT_OT_mode_set", TABKEY, KM_PRESS, KM_CTRL, 0);
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RNA_enum_set(km->ptr, "mode", OB_MODE_WEIGHT_PAINT);
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RNA_boolean_set(km->ptr, "toggle", 1);
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WM_keymap_add_item(keymap, "VIEW3D_OT_properties", NKEY, KM_PRESS, 0, 0);
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WM_keymap_add_item(keymap, "VIEW3D_OT_toolbar", TKEY, KM_PRESS, 0, 0);
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@@ -116,8 +116,8 @@ typedef struct Object {
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ListBase defbase;
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ListBase modifiers; /* list of ModifierData structures */
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/* For now just a flag for sculpt mode, eventually we make the other modes local too */
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int mode, pad2;
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int mode; /* Local object mode */
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int restore_mode; /* Keep track of what mode to return to after toggling a mode */
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/* materials */
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struct Material **mat; /* material slots */
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@@ -234,7 +234,7 @@ typedef struct Object {
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unsigned int state; /* bit masks of game controllers that are active */
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unsigned int init_state; /* bit masks of initial state as recorded by the users */
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int restore_mode; /* Keep track of what mode to return to after edit mode exits */
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int pad2;
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ListBase gpulamp; /* runtime, for lamps only */
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} Object;
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@@ -511,16 +511,16 @@ extern Object workob;
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#define OB_LOCK_SCALE 448
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/* ob->mode */
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#define OB_MODE_OBJECT 0
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#define OB_MODE_EDIT 1
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#define OB_MODE_SCULPT 2
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#define OB_MODE_VERTEX_PAINT 4
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#define OB_MODE_WEIGHT_PAINT 8
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#define OB_MODE_TEXTURE_PAINT 16
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#define OB_MODE_PARTICLE_EDIT 32
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#define OB_MODE_POSE 64
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/* ob->softflag in DNA_object_force.h */
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typedef enum ObjectMode {
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OB_MODE_OBJECT = 0,
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OB_MODE_EDIT = 1,
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OB_MODE_SCULPT = 2,
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OB_MODE_VERTEX_PAINT = 4,
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OB_MODE_WEIGHT_PAINT = 8,
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OB_MODE_TEXTURE_PAINT = 16,
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OB_MODE_PARTICLE_EDIT = 32,
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OB_MODE_POSE = 64
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} ObjectMode;
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#ifdef __cplusplus
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}
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