BPython:
- based on a request by Campbell (he also provided a patch for scene.Layer) access to layers was improved a little, keeping the old method (ob.Layers is a bitmask) and adding the nicer one (ob.layers is a list of ints). Done for objects and scenes. House-cleaning: .Layer was renamed to .Layers (actually just using strncmp instead of strcmp, so both work, same done for Window.ViewLayers). - finally committing patch by Ken Hughes to let .clearScriptLinks() accept a parameter (list of strings) to clear only specified texts. - doc updates and fixes (JMS reported a problem in nmesh.transform() example code). Thanks all who contributed.
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@@ -90,7 +90,7 @@ static PyObject *M_Window_GetPerspMatrix( PyObject * self );
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static PyObject *M_Window_FileSelector( PyObject * self, PyObject * args );
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static PyObject *M_Window_ImageSelector( PyObject * self, PyObject * args );
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static PyObject *M_Window_EditMode( PyObject * self, PyObject * args );
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static PyObject *M_Window_ViewLayer( PyObject * self, PyObject * args );
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static PyObject *M_Window_ViewLayers( PyObject * self, PyObject * args );
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static PyObject *M_Window_CameraView( PyObject * self, PyObject * args );
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static PyObject *M_Window_QTest( PyObject * self );
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static PyObject *M_Window_QRead( PyObject * self );
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@@ -178,7 +178,7 @@ Returns the current status. This function is mostly useful to leave\n\
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edit mode before applying changes to a mesh (otherwise the changes will\n\
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be lost) and then returning to it upon leaving.";
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static char M_Window_ViewLayer_doc[] =
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static char M_Window_ViewLayers_doc[] =
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"(layers = []) - Get/set active layers in all 3d View windows.\n\
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() - Make no changes, only return currently visible layers.\n\
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(layers = []) - a list of integers, each in the range [1, 20].\n\
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@@ -317,8 +317,11 @@ struct PyMethodDef M_Window_methods[] = {
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M_Window_GetPerspMatrix_doc},
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{"EditMode", ( PyCFunction ) M_Window_EditMode, METH_VARARGS,
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M_Window_EditMode_doc},
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{"ViewLayer", ( PyCFunction ) M_Window_ViewLayer, METH_VARARGS,
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M_Window_ViewLayer_doc},
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{"ViewLayers", ( PyCFunction ) M_Window_ViewLayers, METH_VARARGS,
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M_Window_ViewLayers_doc},
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/* typo, deprecate someday: */
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{"ViewLayer", ( PyCFunction ) M_Window_ViewLayers, METH_VARARGS,
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M_Window_ViewLayers_doc},
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{"CameraView", ( PyCFunction ) M_Window_CameraView, METH_VARARGS,
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M_Window_CameraView_doc},
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{"QTest", ( PyCFunction ) M_Window_QTest, METH_NOARGS,
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@@ -882,15 +885,15 @@ static PyObject *M_Window_EditMode( PyObject * self, PyObject * args )
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return Py_BuildValue( "h", G.obedit ? 1 : 0 );
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}
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static PyObject *M_Window_ViewLayer( PyObject * self, PyObject * args )
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static PyObject *M_Window_ViewLayers( PyObject * self, PyObject * args )
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{
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PyObject *item = NULL;
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PyObject *list = NULL, *resl = NULL;
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int val, i, bit = 0, layer = 0;
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if( !G.vd ) {
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if( !G.scene ) {
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return EXPP_ReturnPyObjError( PyExc_RuntimeError,
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"this function can only be used after a 3d View has been initialized" );
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"can't get pointer to global scene" );
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}
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if( !PyArg_ParseTuple( args, "|O!", &PyList_Type, &list ) )
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@@ -898,7 +901,13 @@ static PyObject *M_Window_ViewLayer( PyObject * self, PyObject * args )
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"expected nothing or a list of ints as argument" );
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if( list ) {
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for( i = 0; i < PyList_Size( list ); i++ ) {
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int len_list = PyList_Size(list);
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if (len_list == 0)
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return EXPP_ReturnPyObjError( PyExc_AttributeError,
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"list can't be empty, at list one layer must be set" );
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for( i = 0; i < len_list; i++ ) {
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item = PyList_GetItem( list, i );
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if( !PyInt_Check( item ) )
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return EXPP_ReturnPyObjError
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@@ -913,15 +922,18 @@ static PyObject *M_Window_ViewLayer( PyObject * self, PyObject * args )
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layer |= 1 << ( val - 1 );
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}
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G.vd->lay = layer;
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G.scene->lay = layer;
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if (G.vd) {
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G.vd->lay = layer;
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while( bit < 20 ) {
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val = 1 << bit;
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if( layer & val ) {
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G.vd->layact = val;
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break;
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while( bit < 20 ) {
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val = 1 << bit;
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if( layer & val ) {
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G.vd->layact = val;
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break;
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}
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bit++;
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}
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bit++;
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}
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}
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@@ -930,7 +942,7 @@ static PyObject *M_Window_ViewLayer( PyObject * self, PyObject * args )
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return ( EXPP_ReturnPyObjError( PyExc_MemoryError,
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"couldn't create pylist!" ) );
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layer = G.vd->lay;
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layer = G.scene->lay;
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bit = 0;
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while( bit < 20 ) {
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