158 lines
4.2 KiB
C
158 lines
4.2 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_buttons/buttons_header.c
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* \ingroup spbuttons
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*/
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#include <string.h>
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#include <stdio.h>
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BLF_translation.h"
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#include "BKE_context.h"
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#include "ED_screen.h"
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#include "ED_types.h"
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#include "DNA_object_types.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "UI_view2d.h"
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#include "buttons_intern.h"
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#define B_CONTEXT_SWITCH 101
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#define B_BUTSPREVIEW 102
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static void set_texture_context(bContext *C, SpaceButs *sbuts)
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{
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switch (sbuts->mainb) {
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case BCONTEXT_MATERIAL:
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sbuts->texture_context = SB_TEXC_MAT_OR_LAMP;
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break;
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case BCONTEXT_DATA:
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{
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Object *ob = CTX_data_active_object(C);
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if (ob && ob->type == OB_LAMP)
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sbuts->texture_context = SB_TEXC_MAT_OR_LAMP;
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break;
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}
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case BCONTEXT_WORLD:
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sbuts->texture_context = SB_TEXC_WORLD;
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break;
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case BCONTEXT_PARTICLE:
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sbuts->texture_context = SB_TEXC_PARTICLES;
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break;
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}
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}
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static void do_buttons_buttons(bContext *C, void *UNUSED(arg), int event)
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{
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SpaceButs *sbuts = CTX_wm_space_buts(C);
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if (!sbuts) /* editor type switch */
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return;
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switch (event) {
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case B_CONTEXT_SWITCH:
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case B_BUTSPREVIEW:
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ED_area_tag_redraw(CTX_wm_area(C));
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set_texture_context(C, sbuts);
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sbuts->preview = 1;
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break;
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}
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sbuts->mainbuser = sbuts->mainb;
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}
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#define BUT_UNIT_X (UI_UNIT_X + 2)
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void buttons_header_buttons(const bContext *C, ARegion *ar)
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{
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SpaceButs *sbuts = CTX_wm_space_buts(C);
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uiBlock *block;
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uiBut *but;
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int xco, yco = 2;
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buttons_context_compute(C, sbuts);
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block = uiBeginBlock(C, ar, __func__, UI_EMBOSS);
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uiBlockSetHandleFunc(block, do_buttons_buttons, NULL);
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xco = ED_area_header_switchbutton(C, block, yco);
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uiBlockSetEmboss(block, UI_EMBOSS);
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xco -= UI_UNIT_X;
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// Default panels
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uiBlockBeginAlign(block);
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#define BUTTON_HEADER_CTX(_ctx, _icon, _tip) \
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if (sbuts->pathflag & (1 << _ctx)) { \
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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)); \
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uiButClearFlag(but, UI_BUT_UNDO); \
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} (void)0
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BUTTON_HEADER_CTX(BCONTEXT_RENDER, ICON_SCENE, N_("Render"));
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BUTTON_HEADER_CTX(BCONTEXT_SCENE, ICON_SCENE_DATA, N_("Scene"));
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BUTTON_HEADER_CTX(BCONTEXT_WORLD, ICON_WORLD, N_("World"));
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BUTTON_HEADER_CTX(BCONTEXT_OBJECT, ICON_OBJECT_DATA, N_("Object"));
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BUTTON_HEADER_CTX(BCONTEXT_CONSTRAINT, ICON_CONSTRAINT, N_("Object Constraints"));
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BUTTON_HEADER_CTX(BCONTEXT_MODIFIER, ICON_MODIFIER, N_("Object Modifiers"));
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BUTTON_HEADER_CTX(BCONTEXT_DATA, sbuts->dataicon, N_("Object Data"));
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BUTTON_HEADER_CTX(BCONTEXT_BONE, ICON_BONE_DATA, N_("Bone"));
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BUTTON_HEADER_CTX(BCONTEXT_BONE_CONSTRAINT, ICON_CONSTRAINT_BONE, N_("Bone Constraints"));
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BUTTON_HEADER_CTX(BCONTEXT_MATERIAL, ICON_MATERIAL, N_("Material"));
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BUTTON_HEADER_CTX(BCONTEXT_TEXTURE, ICON_TEXTURE, N_("Textures"));
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BUTTON_HEADER_CTX(BCONTEXT_PARTICLE, ICON_PARTICLES, N_("Particles"));
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BUTTON_HEADER_CTX(BCONTEXT_PHYSICS, ICON_PHYSICS, N_("Physics"));
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#undef BUTTON_HEADER_CTX
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xco += BUT_UNIT_X;
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uiBlockEndAlign(block);
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/* always as last */
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UI_view2d_totRect_set(&ar->v2d, xco + (UI_UNIT_X / 2), ar->v2d.tot.ymax - ar->v2d.tot.ymin);
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uiEndBlock(C, block);
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uiDrawBlock(C, block);
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}
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