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blender-archive/source/blender/editors/space_buttons/buttons_texture.c
Dalai Felinto f11bcbed9d Fix T51913: Context tab for textures issue
The original code was doing a sanity check to see if existing index was
out of range. However the comparison was wrong.

So if the previous ct->user (active index of texture node) was larger
than then number of available texture nodes + 1 in the other material,
we would never re-set the index to 0.

Bug introduced on c31f74de6b.

There was an early attempt of fixing this (2b2ac5d3cc) but it was just working
by pure, luck. And failing in cases like the one from this bug report.
2017-06-27 16:56:43 +02:00

691 lines
20 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_buttons/buttons_texture.c
* \ingroup spbuttons
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "DNA_brush_types.h"
#include "DNA_ID.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_object_force.h"
#include "DNA_particle_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_world_types.h"
#include "DNA_linestyle_types.h"
#include "BKE_context.h"
#include "BKE_linestyle.h"
#include "BKE_material.h"
#include "BKE_modifier.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_scene.h"
#ifdef WITH_FREESTYLE
# include "BKE_freestyle.h"
#endif
#include "RNA_access.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "ED_buttons.h"
#include "ED_node.h"
#include "ED_screen.h"
#include "../interface/interface_intern.h"
#include "buttons_intern.h" // own include
/****************** "Old Shading" Texture Context ****************/
bool ED_texture_context_check_world(const bContext *C)
{
Scene *scene = CTX_data_scene(C);
return (scene && scene->world);
}
bool ED_texture_context_check_material(const bContext *C)
{
Object *ob = CTX_data_active_object(C);
return (ob && (ob->totcol != 0));
}
bool ED_texture_context_check_lamp(const bContext *C)
{
Object *ob = CTX_data_active_object(C);
return (ob && (ob->type == OB_LAMP));
}
bool ED_texture_context_check_particles(const bContext *C)
{
Object *ob = CTX_data_active_object(C);
return (ob && ob->particlesystem.first);
}
bool ED_texture_context_check_linestyle(const bContext *C)
{
#ifdef WITH_FREESTYLE
Scene *scene = CTX_data_scene(C);
SceneRenderLayer *actsrl;
FreestyleConfig *config;
FreestyleLineSet *lineset;
FreestyleLineStyle *linestyle;
if (scene && (scene->r.mode & R_EDGE_FRS)) {
actsrl = BLI_findlink(&scene->r.layers, scene->r.actlay);
config = &actsrl->freestyleConfig;
if (config->mode == FREESTYLE_CONTROL_EDITOR_MODE) {
lineset = BKE_freestyle_lineset_get_active(config);
if (lineset) {
linestyle = lineset->linestyle;
return linestyle && (linestyle->flag & LS_TEXTURE);
}
}
}
#else
(void)C;
#endif
return false;
}
static void texture_context_check_modifier_foreach(void *userData, Object *UNUSED(ob), ModifierData *UNUSED(md),
const char *UNUSED(propname))
{
*((bool *)userData) = true;
}
bool ED_texture_context_check_others(const bContext *C)
{
/* We cannot rely on sbuts->texuser here, as it is NULL when in "old" tex handling, non-OTHERS tex context. */
Object *ob = CTX_data_active_object(C);
/* object */
if (ob) {
/* Tex force field. */
if (ob->pd && ob->pd->forcefield == PFIELD_TEXTURE) {
return true;
}
/* modifiers */
{
bool check = false;
modifiers_foreachTexLink(ob, texture_context_check_modifier_foreach, &check);
if (check) {
return true;
}
}
}
/* brush */
if (BKE_paint_brush(BKE_paint_get_active_from_context(C))) {
return true;
}
return false;
}
static void set_texture_context(const bContext *C, SpaceButs *sbuts)
{
Scene *scene = CTX_data_scene(C);
if (BKE_scene_use_new_shading_nodes(scene)) {
return; /* No texture context in new shading mode */
}
{
bool valid_world = ED_texture_context_check_world(C);
bool valid_material = ED_texture_context_check_material(C);
bool valid_lamp = ED_texture_context_check_lamp(C);
bool valid_particles = ED_texture_context_check_particles(C);
bool valid_linestyle = ED_texture_context_check_linestyle(C);
bool valid_others = ED_texture_context_check_others(C);
/* this is similar to direct user action, no need to keep "better" ctxt in _prev */
if ((sbuts->mainb == BCONTEXT_WORLD) && valid_world) {
sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_WORLD;
}
else if ((sbuts->mainb == BCONTEXT_MATERIAL) && valid_material) {
sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_MATERIAL;
}
else if ((sbuts->mainb == BCONTEXT_DATA) && valid_lamp) {
sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_LAMP;
}
else if ((sbuts->mainb == BCONTEXT_PARTICLE) && valid_particles) {
sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_PARTICLES;
}
else if ((sbuts->mainb == BCONTEXT_RENDER_LAYER) && valid_linestyle) {
sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_LINESTYLE;
}
else if ((ELEM(sbuts->mainb, BCONTEXT_MODIFIER, BCONTEXT_PHYSICS)) && valid_others) {
sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_OTHER;
}
/* Else, try to revive a previous "better" ctxt... */
else if ((sbuts->texture_context_prev != sbuts->texture_context) &&
(((sbuts->texture_context_prev == SB_TEXC_WORLD) && valid_world) ||
((sbuts->texture_context_prev == SB_TEXC_MATERIAL) && valid_material) ||
((sbuts->texture_context_prev == SB_TEXC_LAMP) && valid_lamp) ||
((sbuts->texture_context_prev == SB_TEXC_PARTICLES) && valid_particles) ||
((sbuts->texture_context_prev == SB_TEXC_LINESTYLE) && valid_linestyle) ||
((sbuts->texture_context_prev == SB_TEXC_OTHER) && valid_others)))
{
sbuts->texture_context = sbuts->texture_context_prev;
}
/* Else, just be sure that current context is valid! */
else if (((sbuts->texture_context == SB_TEXC_WORLD) && !valid_world) ||
((sbuts->texture_context == SB_TEXC_MATERIAL) && !valid_material) ||
((sbuts->texture_context == SB_TEXC_LAMP) && !valid_lamp) ||
((sbuts->texture_context == SB_TEXC_PARTICLES) && !valid_particles) ||
((sbuts->texture_context == SB_TEXC_LINESTYLE) && !valid_linestyle) ||
((sbuts->texture_context == SB_TEXC_OTHER) && !valid_others))
{
/* this is default fallback, do keep "better" ctxt in _prev */
sbuts->texture_context_prev = sbuts->texture_context;
if (valid_material) {
sbuts->texture_context = SB_TEXC_MATERIAL;
}
else if (valid_lamp) {
sbuts->texture_context = SB_TEXC_LAMP;
}
else if (valid_particles) {
sbuts->texture_context = SB_TEXC_PARTICLES;
}
else if (valid_linestyle) {
sbuts->texture_context = SB_TEXC_LINESTYLE;
}
else if (valid_world) {
sbuts->texture_context = SB_TEXC_WORLD;
}
else if (valid_others) {
sbuts->texture_context = SB_TEXC_OTHER;
}
}
}
}
/************************* Texture User **************************/
static void buttons_texture_user_property_add(ListBase *users, ID *id,
PointerRNA ptr, PropertyRNA *prop,
const char *category, int icon, const char *name)
{
ButsTextureUser *user = MEM_callocN(sizeof(ButsTextureUser), "ButsTextureUser");
user->id = id;
user->ptr = ptr;
user->prop = prop;
user->category = category;
user->icon = icon;
user->name = name;
user->index = BLI_listbase_count(users);
BLI_addtail(users, user);
}
static void buttons_texture_user_node_add(ListBase *users, ID *id,
bNodeTree *ntree, bNode *node,
const char *category, int icon, const char *name)
{
ButsTextureUser *user = MEM_callocN(sizeof(ButsTextureUser), "ButsTextureUser");
user->id = id;
user->ntree = ntree;
user->node = node;
user->category = category;
user->icon = icon;
user->name = name;
user->index = BLI_listbase_count(users);
BLI_addtail(users, user);
}
static void buttons_texture_users_find_nodetree(ListBase *users, ID *id,
bNodeTree *ntree, const char *category)
{
bNode *node;
if (ntree) {
for (node = ntree->nodes.first; node; node = node->next) {
if (node->typeinfo->nclass == NODE_CLASS_TEXTURE) {
PointerRNA ptr;
/* PropertyRNA *prop; */ /* UNUSED */
RNA_pointer_create(&ntree->id, &RNA_Node, node, &ptr);
/* prop = RNA_struct_find_property(&ptr, "texture"); */ /* UNUSED */
buttons_texture_user_node_add(users, id, ntree, node,
category, RNA_struct_ui_icon(ptr.type), node->name);
}
else if (node->type == NODE_GROUP && node->id) {
buttons_texture_users_find_nodetree(users, id, (bNodeTree *)node->id, category);
}
}
}
}
static void buttons_texture_modifier_foreach(void *userData, Object *ob, ModifierData *md, const char *propname)
{
PointerRNA ptr;
PropertyRNA *prop;
ListBase *users = userData;
RNA_pointer_create(&ob->id, &RNA_Modifier, md, &ptr);
prop = RNA_struct_find_property(&ptr, propname);
buttons_texture_user_property_add(users, &ob->id, ptr, prop,
N_("Modifiers"), RNA_struct_ui_icon(ptr.type), md->name);
}
static void buttons_texture_users_from_context(ListBase *users, const bContext *C, SpaceButs *sbuts)
{
Scene *scene = NULL;
Object *ob = NULL;
Material *ma = NULL;
Lamp *la = NULL;
World *wrld = NULL;
FreestyleLineStyle *linestyle = NULL;
Brush *brush = NULL;
ID *pinid = sbuts->pinid;
bool limited_mode = (sbuts->flag & SB_TEX_USER_LIMITED) != 0;
/* get data from context */
if (pinid) {
if (GS(pinid->name) == ID_SCE)
scene = (Scene *)pinid;
else if (GS(pinid->name) == ID_OB)
ob = (Object *)pinid;
else if (GS(pinid->name) == ID_LA)
la = (Lamp *)pinid;
else if (GS(pinid->name) == ID_WO)
wrld = (World *)pinid;
else if (GS(pinid->name) == ID_MA)
ma = (Material *)pinid;
else if (GS(pinid->name) == ID_BR)
brush = (Brush *)pinid;
else if (GS(pinid->name) == ID_LS)
linestyle = (FreestyleLineStyle *)pinid;
}
if (!scene)
scene = CTX_data_scene(C);
if (!(pinid || pinid == &scene->id)) {
ob = (scene->basact) ? scene->basact->object : NULL;
wrld = scene->world;
brush = BKE_paint_brush(BKE_paint_get_active_from_context(C));
linestyle = BKE_linestyle_active_from_scene(scene);
}
if (ob && ob->type == OB_LAMP && !la)
la = ob->data;
if (ob && !ma)
ma = give_current_material(ob, ob->actcol);
/* fill users */
BLI_listbase_clear(users);
if (ma && !limited_mode)
buttons_texture_users_find_nodetree(users, &ma->id, ma->nodetree, N_("Material"));
if (la && !limited_mode)
buttons_texture_users_find_nodetree(users, &la->id, la->nodetree, N_("Lamp"));
if (wrld && !limited_mode)
buttons_texture_users_find_nodetree(users, &wrld->id, wrld->nodetree, N_("World"));
if (linestyle && !limited_mode)
buttons_texture_users_find_nodetree(users, &linestyle->id, linestyle->nodetree, N_("Line Style"));
if (ob) {
ParticleSystem *psys = psys_get_current(ob);
MTex *mtex;
int a;
/* modifiers */
modifiers_foreachTexLink(ob, buttons_texture_modifier_foreach, users);
/* particle systems */
if (psys && !limited_mode) {
for (a = 0; a < MAX_MTEX; a++) {
mtex = psys->part->mtex[a];
if (mtex) {
PointerRNA ptr;
PropertyRNA *prop;
RNA_pointer_create(&psys->part->id, &RNA_ParticleSettingsTextureSlot, mtex, &ptr);
prop = RNA_struct_find_property(&ptr, "texture");
buttons_texture_user_property_add(users, &psys->part->id, ptr, prop, N_("Particles"),
RNA_struct_ui_icon(&RNA_ParticleSettings), psys->name);
}
}
}
/* field */
if (ob->pd && ob->pd->forcefield == PFIELD_TEXTURE) {
PointerRNA ptr;
PropertyRNA *prop;
RNA_pointer_create(&ob->id, &RNA_FieldSettings, ob->pd, &ptr);
prop = RNA_struct_find_property(&ptr, "texture");
buttons_texture_user_property_add(users, &ob->id, ptr, prop,
N_("Fields"), ICON_FORCE_TEXTURE, IFACE_("Texture Field"));
}
}
/* brush */
if (brush) {
PointerRNA ptr;
PropertyRNA *prop;
/* texture */
RNA_pointer_create(&brush->id, &RNA_BrushTextureSlot, &brush->mtex, &ptr);
prop = RNA_struct_find_property(&ptr, "texture");
buttons_texture_user_property_add(users, &brush->id, ptr, prop,
N_("Brush"), ICON_BRUSH_DATA, IFACE_("Brush"));
/* mask texture */
RNA_pointer_create(&brush->id, &RNA_BrushTextureSlot, &brush->mask_mtex, &ptr);
prop = RNA_struct_find_property(&ptr, "texture");
buttons_texture_user_property_add(users, &brush->id, ptr, prop,
N_("Brush"), ICON_BRUSH_DATA, IFACE_("Brush Mask"));
}
}
void buttons_texture_context_compute(const bContext *C, SpaceButs *sbuts)
{
/* gather available texture users in context. runs on every draw of
* properties editor, before the buttons are created. */
ButsContextTexture *ct = sbuts->texuser;
Scene *scene = CTX_data_scene(C);
ID *pinid = sbuts->pinid;
set_texture_context(C, sbuts);
if (!((sbuts->texture_context == SB_TEXC_OTHER) || BKE_scene_use_new_shading_nodes(scene))) {
if (ct) {
BLI_freelistN(&ct->users);
MEM_freeN(ct);
sbuts->texuser = NULL;
}
return;
}
if (!ct) {
ct = MEM_callocN(sizeof(ButsContextTexture), "ButsContextTexture");
sbuts->texuser = ct;
}
else {
BLI_freelistN(&ct->users);
}
buttons_texture_users_from_context(&ct->users, C, sbuts);
if (pinid && GS(pinid->name) == ID_TE) {
ct->user = NULL;
ct->texture = (Tex *)pinid;
}
else {
/* set one user as active based on active index */
if (ct->index >= BLI_listbase_count_ex(&ct->users, ct->index + 1))
ct->index = 0;
ct->user = BLI_findlink(&ct->users, ct->index);
ct->texture = NULL;
if (ct->user) {
if (ct->user->ptr.data) {
PointerRNA texptr;
Tex *tex;
/* get texture datablock pointer if it's a property */
texptr = RNA_property_pointer_get(&ct->user->ptr, ct->user->prop);
tex = (RNA_struct_is_a(texptr.type, &RNA_Texture)) ? texptr.data : NULL;
ct->texture = tex;
}
else if (ct->user->node && !(ct->user->node->flag & NODE_ACTIVE_TEXTURE)) {
ButsTextureUser *user;
/* detect change of active texture node in same node tree, in that
* case we also automatically switch to the other node */
for (user = ct->users.first; user; user = user->next) {
if (user->ntree == ct->user->ntree && user->node != ct->user->node) {
if (user->node->flag & NODE_ACTIVE_TEXTURE) {
ct->user = user;
ct->index = BLI_findindex(&ct->users, user);
break;
}
}
}
}
}
}
}
static void template_texture_select(bContext *C, void *user_p, void *UNUSED(arg))
{
/* callback when selecting a texture user in the menu */
SpaceButs *sbuts = CTX_wm_space_buts(C);
ButsContextTexture *ct = (sbuts) ? sbuts->texuser : NULL;
ButsTextureUser *user = (ButsTextureUser *)user_p;
PointerRNA texptr;
Tex *tex;
if (!ct)
return;
/* set user as active */
if (user->node) {
ED_node_set_active(CTX_data_main(C), user->ntree, user->node);
ct->texture = NULL;
}
else {
texptr = RNA_property_pointer_get(&user->ptr, user->prop);
tex = (RNA_struct_is_a(texptr.type, &RNA_Texture)) ? texptr.data : NULL;
ct->texture = tex;
if (user->ptr.type == &RNA_ParticleSettingsTextureSlot) {
/* stupid exception for particle systems which still uses influence
* from the old texture system, set the active texture slots as well */
ParticleSettings *part = user->ptr.id.data;
int a;
for (a = 0; a < MAX_MTEX; a++)
if (user->ptr.data == part->mtex[a])
part->texact = a;
}
if (sbuts && tex)
sbuts->preview = 1;
}
ct->user = user;
ct->index = user->index;
}
static void template_texture_user_menu(bContext *C, uiLayout *layout, void *UNUSED(arg))
{
/* callback when opening texture user selection menu, to create buttons. */
SpaceButs *sbuts = CTX_wm_space_buts(C);
ButsContextTexture *ct = sbuts->texuser;
ButsTextureUser *user;
uiBlock *block = uiLayoutGetBlock(layout);
const char *last_category = NULL;
for (user = ct->users.first; user; user = user->next) {
uiBut *but;
char name[UI_MAX_NAME_STR];
/* add label per category */
if (!last_category || !STREQ(last_category, user->category)) {
uiItemL(layout, IFACE_(user->category), ICON_NONE);
but = block->buttons.last;
but->drawflag = UI_BUT_TEXT_LEFT;
}
/* create button */
if (user->prop) {
PointerRNA texptr = RNA_property_pointer_get(&user->ptr, user->prop);
Tex *tex = texptr.data;
if (tex)
BLI_snprintf(name, UI_MAX_NAME_STR, " %s - %s", user->name, tex->id.name + 2);
else
BLI_snprintf(name, UI_MAX_NAME_STR, " %s", user->name);
}
else
BLI_snprintf(name, UI_MAX_NAME_STR, " %s", user->name);
but = uiDefIconTextBut(block, UI_BTYPE_BUT, 0, user->icon, name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y,
NULL, 0.0, 0.0, 0.0, 0.0, "");
UI_but_funcN_set(but, template_texture_select, MEM_dupallocN(user), NULL);
last_category = user->category;
}
UI_block_flag_enable(block, UI_BLOCK_NO_FLIP);
}
void uiTemplateTextureUser(uiLayout *layout, bContext *C)
{
/* texture user selection dropdown menu. the available users have been
* gathered before drawing in ButsContextTexture, we merely need to
* display the current item. */
SpaceButs *sbuts = CTX_wm_space_buts(C);
ButsContextTexture *ct = (sbuts) ? sbuts->texuser : NULL;
uiBlock *block = uiLayoutGetBlock(layout);
uiBut *but;
ButsTextureUser *user;
char name[UI_MAX_NAME_STR];
if (!ct)
return;
/* get current user */
user = ct->user;
if (!user) {
uiItemL(layout, IFACE_("No textures in context"), ICON_NONE);
return;
}
/* create button */
BLI_strncpy(name, user->name, UI_MAX_NAME_STR);
if (user->icon) {
but = uiDefIconTextMenuBut(block, template_texture_user_menu, NULL,
user->icon, name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y, "");
}
else {
but = uiDefMenuBut(block, template_texture_user_menu, NULL,
name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y, "");
}
/* some cosmetic tweaks */
UI_but_type_set_menu_from_pulldown(but);
but->flag &= ~UI_BUT_ICON_SUBMENU;
}
/************************* Texture Show **************************/
static void template_texture_show(bContext *C, void *data_p, void *prop_p)
{
SpaceButs *sbuts = CTX_wm_space_buts(C);
ButsContextTexture *ct = (sbuts) ? sbuts->texuser : NULL;
ButsTextureUser *user;
if (!ct)
return;
for (user = ct->users.first; user; user = user->next)
if (user->ptr.data == data_p && user->prop == prop_p)
break;
if (user) {
/* select texture */
template_texture_select(C, user, NULL);
/* change context */
sbuts->mainb = BCONTEXT_TEXTURE;
sbuts->mainbuser = sbuts->mainb;
sbuts->preview = 1;
/* redraw editor */
ED_area_tag_redraw(CTX_wm_area(C));
}
}
void uiTemplateTextureShow(uiLayout *layout, bContext *C, PointerRNA *ptr, PropertyRNA *prop)
{
/* button to quickly show texture in texture tab */
SpaceButs *sbuts = CTX_wm_space_buts(C);
ButsContextTexture *ct = (sbuts) ? sbuts->texuser : NULL;
ButsTextureUser *user;
/* only show button in other tabs in properties editor */
if (!ct || sbuts->mainb == BCONTEXT_TEXTURE)
return;
/* find corresponding texture user */
for (user = ct->users.first; user; user = user->next)
if (user->ptr.data == ptr->data && user->prop == prop)
break;
/* draw button */
if (user) {
uiBlock *block = uiLayoutGetBlock(layout);
uiBut *but;
but = uiDefIconBut(block, UI_BTYPE_BUT, 0, ICON_BUTS, 0, 0, UI_UNIT_X, UI_UNIT_Y,
NULL, 0.0, 0.0, 0.0, 0.0, TIP_("Show texture in texture tab"));
UI_but_func_set(but, template_texture_show, user->ptr.data, user->prop);
}
}