UV Sculpt: improve tool-system integration

In 2.7x UV sculpt was a kind of sub-mode
(a toggle with it's own key-map & drawing code).

Move this to an operator that uses the tool-system,
this simplifies internal logic, especially brush selection
which now matches sculpt and other paint modes.

- Remove toggle used to enable uv sculpt.
- Expose the brush, which was already used but there was no way to
  select different brushes.
- Make UV sculpt use paint paint tool slots
  (using brushes how all other paint mode currently do).
- Move UV Sculpt keymap to the tools keymap.
- Remove Q to toggle UV sculpt mode,
  S/P/G keys to switch tools.
This commit is contained in:
2019-05-01 18:10:34 +10:00
parent 5fd69f6bd8
commit 928becec60
28 changed files with 203 additions and 439 deletions

View File

@@ -479,14 +479,12 @@ static void draw_uv_shadows_get(
}
void ED_uvedit_draw_main(SpaceImage *sima,
ARegion *ar,
Scene *scene,
ViewLayer *view_layer,
Object *obedit,
Object *obact,
Depsgraph *depsgraph)
{
ToolSettings *toolsettings = scene->toolsettings;
bool show_uvedit, show_uvshadow, show_texpaint_uvshadow;
show_uvedit = ED_space_image_show_uvedit(sima, obedit);
@@ -509,9 +507,5 @@ void ED_uvedit_draw_main(SpaceImage *sima,
else {
draw_uvs_texpaint(scene, obact, depsgraph);
}
if (show_uvedit && !(toolsettings->use_uv_sculpt)) {
ED_image_draw_cursor(ar, sima->cursor);
}
}
}