Plus: moved particle interaction and effect buttons back to a single Object context. The proposed solution (sub context) has workflow issues, (adds another click (no hotkey) to view settings) whilst almost all Object buttons nicely fit in single view still. This was on todo since first particle commit, actually the idea was to move particle related issues to a special sub-context, but leave the effects themselves in the Object main menu. Splitting off Particles from the Effect system isn't in the scope of what is feasible now. Also note; the current panel 'particle interaction' actually should be a generic 'forces and collision' panel, since it's also relevant for soft body feature (WIP)... that can be changed later.
99 lines
2.6 KiB
C++
99 lines
2.6 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BIF_BUTSPACE_H
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#define BIF_BUTSPACE_H
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/* all internal/external calls and event codes for buttons space */
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/* should be split in 2 parts... */
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struct Base;
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struct ID;
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/* external, butspace.c */
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extern void do_butspace(unsigned short event);
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extern void redraw_test_buttons(struct Base *new);
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/* buts->mainb old */
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#define BUTS_VIEW 0
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#define BUTS_LAMP 1
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#define BUTS_MAT 2
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#define BUTS_TEX 3
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#define BUTS_ANIM 4
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#define BUTS_WORLD 5
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#define BUTS_RENDER 6
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#define BUTS_EDIT 7
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#define BUTS_GAME 8
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#define BUTS_FPAINT 9
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#define BUTS_RADIO 10
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#define BUTS_SCRIPT 11
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#define BUTS_SOUND 12
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#define BUTS_CONSTRAINT 13
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#define BUTS_EFFECTS 14
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/* warning: the values of these defines are used in sbuts->tabs[7] */
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/* buts->mainb new */
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#define CONTEXT_SCENE 0
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#define CONTEXT_OBJECT 1
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#define CONTEXT_TYPES 2
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#define CONTEXT_SHADING 3
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#define CONTEXT_EDITING 4
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#define CONTEXT_SCRIPT 5
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#define CONTEXT_LOGIC 6
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/* buts->tab new */
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#define TAB_SCENE_RENDER 0
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#define TAB_SCENE_WORLD 1
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#define TAB_SCENE_ANIM 2
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#define TAB_SCENE_SOUND 3
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#define TAB_SHADING_MAT 0
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#define TAB_SHADING_TEX 1
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#define TAB_SHADING_RAD 2
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#define TAB_SHADING_WORLD 3
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#define TAB_SHADING_LAMP 4
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/* buts->scaflag */
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#define BUTS_SENS_SEL 1
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#define BUTS_SENS_ACT 2
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#define BUTS_SENS_LINK 4
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#define BUTS_CONT_SEL 8
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#define BUTS_CONT_ACT 16
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#define BUTS_CONT_LINK 32
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#define BUTS_ACT_SEL 64
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#define BUTS_ACT_ACT 128
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#define BUTS_ACT_LINK 256
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#endif
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