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blender-archive/source/blender/editors/space_buttons/buttons_header.c

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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) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_buttons/buttons_header.c
* \ingroup spbuttons
*/
#include <string.h>
#include <stdio.h>
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLF_translation.h"
#include "BKE_context.h"
#include "ED_screen.h"
#include "ED_types.h"
#include "DNA_object_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "buttons_intern.h"
#define B_CONTEXT_SWITCH 101
#define B_BUTSPREVIEW 102
static void set_texture_context(bContext *C, SpaceButs *sbuts)
{
switch (sbuts->mainb) {
case BCONTEXT_MATERIAL:
sbuts->texture_context = SB_TEXC_MAT_OR_LAMP;
break;
case BCONTEXT_DATA:
{
Object *ob = CTX_data_active_object(C);
if (ob && ob->type == OB_LAMP)
sbuts->texture_context = SB_TEXC_MAT_OR_LAMP;
break;
}
case BCONTEXT_WORLD:
sbuts->texture_context = SB_TEXC_WORLD;
break;
case BCONTEXT_PARTICLE:
sbuts->texture_context = SB_TEXC_PARTICLES;
break;
}
}
static void do_buttons_buttons(bContext *C, void *UNUSED(arg), int event)
{
SpaceButs *sbuts = CTX_wm_space_buts(C);
if (!sbuts) /* editor type switch */
return;
switch (event) {
case B_CONTEXT_SWITCH:
case B_BUTSPREVIEW:
ED_area_tag_redraw(CTX_wm_area(C));
set_texture_context(C, sbuts);
sbuts->preview = 1;
break;
}
sbuts->mainbuser = sbuts->mainb;
}
#define BUT_UNIT_X (UI_UNIT_X + 2)
void buttons_header_buttons(const bContext *C, ARegion *ar)
{
SpaceButs *sbuts = CTX_wm_space_buts(C);
uiBlock *block;
uiBut *but;
int xco, yco = 2;
buttons_context_compute(C, sbuts);
block = uiBeginBlock(C, ar, __func__, UI_EMBOSS);
uiBlockSetHandleFunc(block, do_buttons_buttons, NULL);
xco = ED_area_header_switchbutton(C, block, yco);
uiBlockSetEmboss(block, UI_EMBOSS);
xco -= UI_UNIT_X;
// Default panels
uiBlockBeginAlign(block);
#define BUTTON_HEADER_CTX(_ctx, _icon, _tip) \
if (sbuts->pathflag & (1 << _ctx)) { \
but = uiDefIconButS(block, ROW, B_CONTEXT_SWITCH, _icon, xco += BUT_UNIT_X, yco, BUT_UNIT_X, UI_UNIT_Y, &(sbuts->mainb), 0.0, (float)_ctx, 0, 0, TIP_(_tip)); \
uiButClearFlag(but, UI_BUT_UNDO); \
} (void)0
BUTTON_HEADER_CTX(BCONTEXT_RENDER, ICON_SCENE, N_("Render"));
BUTTON_HEADER_CTX(BCONTEXT_SCENE, ICON_SCENE_DATA, N_("Scene"));
BUTTON_HEADER_CTX(BCONTEXT_WORLD, ICON_WORLD, N_("World"));
BUTTON_HEADER_CTX(BCONTEXT_OBJECT, ICON_OBJECT_DATA, N_("Object"));
BUTTON_HEADER_CTX(BCONTEXT_CONSTRAINT, ICON_CONSTRAINT, N_("Object Constraints"));
BUTTON_HEADER_CTX(BCONTEXT_MODIFIER, ICON_MODIFIER, N_("Object Modifiers"));
BUTTON_HEADER_CTX(BCONTEXT_DATA, sbuts->dataicon, N_("Object Data"));
BUTTON_HEADER_CTX(BCONTEXT_BONE, ICON_BONE_DATA, N_("Bone"));
BUTTON_HEADER_CTX(BCONTEXT_BONE_CONSTRAINT, ICON_CONSTRAINT_BONE, N_("Bone Constraints"));
BUTTON_HEADER_CTX(BCONTEXT_MATERIAL, ICON_MATERIAL, N_("Material"));
BUTTON_HEADER_CTX(BCONTEXT_TEXTURE, ICON_TEXTURE, N_("Textures"));
BUTTON_HEADER_CTX(BCONTEXT_PARTICLE, ICON_PARTICLES, N_("Particles"));
BUTTON_HEADER_CTX(BCONTEXT_PHYSICS, ICON_PHYSICS, N_("Physics"));
#undef BUTTON_HEADER_CTX
xco += BUT_UNIT_X;
uiBlockEndAlign(block);
/* always as last */
UI_view2d_totRect_set(&ar->v2d, xco + (UI_UNIT_X / 2), ar->v2d.tot.ymax - ar->v2d.tot.ymin);
uiEndBlock(C, block);
uiDrawBlock(C, block);
}