PyAPI, Mesh.c - added renderColorLayer and renderUVLayer to the mesh

buttons_editing.c - use icons for mesh viewport layer/render layer
This commit is contained in:
2007-05-02 00:49:41 +00:00
parent c24aa10561
commit d7235265fe
3 changed files with 42 additions and 10 deletions

View File

@@ -6530,7 +6530,14 @@ static PyObject *Mesh_getColorLayerNames( BPy_Mesh * self )
static PyObject *Mesh_getActiveLayer( BPy_Mesh * self, void *type )
{
CustomData *data = &self->mesh->fdata;
int i = CustomData_get_active_layer_index(data, (int)type);
int layer_type = (int)type;
int i;
if (layer_type < 0) { /* hack, if negative, its the renderlayer.*/
layer_type = -layer_type;
i = CustomData_get_render_layer_index(data, layer_type);
} else {
i = CustomData_get_active_layer_index(data, layer_type);
}
if (i == -1) /* so -1 is for no active layer 0+ for an active layer */
Py_RETURN_NONE;
else {
@@ -6542,17 +6549,22 @@ static int Mesh_setActiveLayer( BPy_Mesh * self, PyObject * value, void *type )
{
CustomData *data = &self->mesh->fdata;
char *name;
int i,ok,n;
int i,ok,n,layer_type = (int)type, render=0;
if( !PyString_Check( value ) )
return EXPP_ReturnIntError( PyExc_ValueError,
"expected a string argument" );
if (layer_type<0) {
layer_type = -layer_type;
render = 1;
}
name = PyString_AsString( value );
ok = 0;
n = 0;
for(i=0; i < data->totlayer; ++i) {
if(data->layers[i].type == (int) type) {
if(data->layers[i].type == layer_type) {
if (strcmp(data->layers[i].name, name)==0) {
ok = 1;
break;
@@ -6564,9 +6576,12 @@ static int Mesh_setActiveLayer( BPy_Mesh * self, PyObject * value, void *type )
if (!ok)
return EXPP_ReturnIntError( PyExc_ValueError,
"layer name does not exist" );
CustomData_set_layer_active(data, (int)type, n);
mesh_update_customdata_pointers(self->mesh);
if (render) {
CustomData_set_layer_render(data, layer_type, n);
} else {
CustomData_set_layer_active(data, layer_type, n);
mesh_update_customdata_pointers(self->mesh);
}
return 0;
}
@@ -7696,6 +7711,17 @@ static PyGetSetDef BPy_Mesh_getseters[] = {
(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
"Name of the active vertex color layer",
(void *)CD_MTFACE},
/* hack flip CD_MCOL so it uses the render setting */
{"renderColorLayer",
(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
"Name of the render UV layer",
(void *)-CD_MCOL},
{"renderUVLayer",
(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
"Name of the render vertex color layer",
(void *)-CD_MTFACE},
/* Multires */
{"multiresLevelCount",