3D View: make text overlay optional
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@@ -3580,6 +3580,7 @@ class VIEW3D_PT_overlay(Panel):
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col = layout.column()
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col.active = display_all
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col.prop(overlay, "show_text", text="Text")
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col.prop(overlay, "show_cursor", text="3D Cursor")
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col.prop(view, "show_manipulator", text="Manipulators")
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@@ -86,7 +86,7 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (psl->lookdev_pass && LOOK_DEV_OVERLAY_ENABLED(draw_ctx->v3d)) {
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@@ -62,11 +62,13 @@ void DRW_draw_region_info(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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ARegion *ar = draw_ctx->ar;
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int offset;
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int offset = 0;
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DRW_draw_cursor();
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offset = DRW_draw_region_engine_info_offset();
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if ((draw_ctx->v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
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offset = DRW_draw_region_engine_info_offset();
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}
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view3d_draw_region_info(draw_ctx->evil_C, ar, offset);
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@@ -560,7 +562,7 @@ void DRW_draw_grid(void)
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void DRW_draw_background(void)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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/* Just to make sure */
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glDepthMask(GL_TRUE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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@@ -1207,33 +1207,37 @@ void view3d_draw_region_info(const bContext *C, ARegion *ar, const int offset)
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draw_view_axis(rv3d, &rect);
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}
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if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
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ED_scene_draw_fps(scene, &rect);
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}
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else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
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draw_viewport_name(ar, v3d, &rect);
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}
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if (U.uiflag & USER_DRAWVIEWINFO) {
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ViewLayer *view_layer = CTX_data_view_layer(C);
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Object *ob = OBACT(view_layer);
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draw_selected_name(scene, ob, &rect);
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}
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#if 0 /* TODO */
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if (grid_unit) { /* draw below the viewport name */
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char numstr[32] = "";
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UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
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if (v3d->grid != 1.0f) {
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BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
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if ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
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if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
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ED_scene_draw_fps(scene, &rect);
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}
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else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
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draw_viewport_name(ar, v3d, &rect);
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}
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BLF_draw_default_ascii(rect.xmin + U.widget_unit,
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rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
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numstr[0] ? numstr : grid_unit, sizeof(numstr));
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if (U.uiflag & USER_DRAWVIEWINFO) {
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ViewLayer *view_layer = CTX_data_view_layer(C);
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Object *ob = OBACT(view_layer);
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draw_selected_name(scene, ob, &rect);
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}
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// #if 0 /* TODO */
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if (grid_unit) { /* draw below the viewport name */
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char numstr[32] = "";
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UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
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if (v3d->grid != 1.0f) {
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BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
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}
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BLF_draw_default_ascii(
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rect.xmin + U.widget_unit,
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rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
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numstr[0] ? numstr : grid_unit, sizeof(numstr));
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}
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// #endif
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}
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#endif
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BLF_batch_draw_end();
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}
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@@ -358,6 +358,7 @@ enum {
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V3D_OVERLAY_BONE_SELECTION = (1 << 2),
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V3D_OVERLAY_LOOK_DEV = (1 << 3),
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V3D_OVERLAY_WIREFRAMES = (1 << 4),
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V3D_OVERLAY_HIDE_TEXT = (1 << 5),
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};
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/* View3DOverlay->edit_flag */
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@@ -2472,6 +2472,11 @@ static void rna_def_space_view3d_overlay(BlenderRNA *brna)
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RNA_def_property_ui_text(prop, "Show 3D Cursor", "Display 3D Cursor Overlay");
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RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
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prop = RNA_def_property(srna, "show_text", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_negative_sdna(prop, NULL, "overlay.flag", V3D_OVERLAY_HIDE_TEXT);
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RNA_def_property_ui_text(prop, "Show Text", "Display overlay text");
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RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
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prop = RNA_def_property(srna, "show_face_orientation", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "overlay.flag", V3D_OVERLAY_FACE_ORIENTATION);
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RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
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