Fix [#22097] missing panels in texture tab

Made texture/texture slot context a bit less flaky when dealing with active material and 
texture nodes inside a node material in the node editor. Now if the active material has 
nodes enabled, and there are no active material/texture nodes inside it, nothing will be 
shown in the texture properties (similar to 2.49).
This commit is contained in:
2010-04-22 06:59:41 +00:00
parent 5c94896490
commit a2b6abeee1
4 changed files with 40 additions and 12 deletions

View File

@@ -70,8 +70,9 @@ class TextureButtonsPanel(bpy.types.Panel):
def poll(self, context):
tex = context.texture
if not tex or tex == None: return False
engine = context.scene.render.engine
return (tex and (tex.type != 'NONE' or tex.use_nodes) and (engine in self.COMPAT_ENGINES))
return (tex.type != 'NONE' or tex.use_nodes) and (engine in self.COMPAT_ENGINES)
class TEXTURE_PT_preview(TextureButtonsPanel):
@@ -82,8 +83,10 @@ class TEXTURE_PT_preview(TextureButtonsPanel):
layout = self.layout
tex = context.texture
slot = context.texture_slot
try:
slot = context.texture_slot
except:
slot = None
idblock = context_tex_datablock(context)
if idblock:
@@ -99,7 +102,10 @@ class TEXTURE_PT_context_texture(TextureButtonsPanel):
def poll(self, context):
engine = context.scene.render.engine
return ((context.material or context.world or context.lamp or context.brush or context.texture) and (engine in self.COMPAT_ENGINES))
try: getattr(context, "texture_slot")
except: return False
return ((context.material or context.world or context.lamp or context.brush or context.texture)
and (engine in self.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
@@ -206,9 +212,11 @@ class TextureSlotPanel(TextureButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
try: getattr(context, "texture_slot")
except: return False
engine = context.scene.render.engine
return (context.texture_slot and
TextureButtonsPanel.poll(self, context) and (engine in self.COMPAT_ENGINES))
return TextureButtonsPanel.poll(self, context) and (engine in self.COMPAT_ENGINES)
class TEXTURE_PT_mapping(TextureSlotPanel):
@@ -219,6 +227,9 @@ class TEXTURE_PT_mapping(TextureSlotPanel):
idblock = context_tex_datablock(context)
if type(idblock) == bpy.types.Brush and not context.sculpt_object:
return False
try: getattr(context, "texture_slot")
except: return False
engine = context.scene.render.engine
return context.texture_slot and (engine in self.COMPAT_ENGINES)
@@ -313,6 +324,8 @@ class TEXTURE_PT_influence(TextureSlotPanel):
idblock = context_tex_datablock(context)
if type(idblock) == bpy.types.Brush:
return False
try: getattr(context, "texture_slot")
except: return False
engine = context.scene.render.engine
return context.texture_slot and (engine in self.COMPAT_ENGINES)

View File

@@ -879,9 +879,15 @@ Tex *give_current_material_texture(Material *ma)
}
else {
node= nodeGetActiveID(ma->nodetree, ID_MA);
if(node)
if(node) {
ma= (Material*)node->id;
if(ma) {
mtex= ma->mtex[(int)(ma->texact)];
if(mtex) tex= mtex->tex;
}
}
}
return tex;
}
if(ma) {

View File

@@ -573,7 +573,7 @@ void OBJECT_OT_modifier_add(wmOperatorType *ot)
ot->prop= prop;
}
/************************ poll function for operators using mod names and data context *********************/
/************************ generic functions for operators using mod names and data context *********************/
static int edit_modifier_poll_generic(bContext *C, StructRNA *rna_type)
{
@@ -593,7 +593,7 @@ static int edit_modifier_poll(bContext *C)
static void edit_modifier_properties(wmOperatorType *ot)
{
RNA_def_string(ot->srna, "modifier", "", 32, "Modifier", "Name of the modifier to apply");
RNA_def_string(ot->srna, "modifier", "", 32, "Modifier", "Name of the modifier to edit");
}
static int edit_modifier_invoke_properties(bContext *C, wmOperator *op)

View File

@@ -699,11 +699,20 @@ int buttons_context(const bContext *C, const char *member, bContextDataResult *r
Material *ma= ptr->data;
/* if we have a node material, get slot from material in material node */
if(ma && ma->use_nodes && ma->nodetree)
if(ma && ma->use_nodes && ma->nodetree) {
/* if there's an active texture node in the node tree,
* then that texture is in context directly, without a texture slot */
if (give_current_material_texture_node(ma))
return 0;
ma= give_node_material(ma);
if(ma)
if (ma)
CTX_data_pointer_set(result, &ma->id, &RNA_MaterialTextureSlot, ma->mtex[(int)ma->texact]);
else
return 0;
} else if(ma) {
CTX_data_pointer_set(result, &ma->id, &RNA_MaterialTextureSlot, ma->mtex[(int)ma->texact]);
}
}
else if((ptr=get_pointer_type(path, &RNA_Lamp))) {
Lamp *la= ptr->data;