- Add blentranslation `BLT_*` module. - moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`). - moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
391 lines
11 KiB
C
391 lines
11 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) 2004-2008 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_view3d/view3d_header.c
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* \ingroup spview3d
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*/
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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#include "BLI_utildefines.h"
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#include "BLT_translation.h"
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#include "BKE_context.h"
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#include "BKE_depsgraph.h"
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#include "BKE_main.h"
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#include "BKE_screen.h"
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#include "BKE_editmesh.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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#include "RNA_enum_types.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "ED_mesh.h"
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#include "ED_util.h"
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#include "ED_screen.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "view3d_intern.h"
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static void do_view3d_header_buttons(bContext *C, void *arg, int event);
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#define B_SEL_VERT 110
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#define B_SEL_EDGE 111
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#define B_SEL_FACE 112
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/* XXX quickly ported across */
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static void handle_view3d_lock(bContext *C)
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{
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Main *bmain = CTX_data_main(C);
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Scene *scene = CTX_data_scene(C);
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ScrArea *sa = CTX_wm_area(C);
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View3D *v3d = CTX_wm_view3d(C);
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if (v3d != NULL && sa != NULL) {
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if (v3d->localvd == NULL && v3d->scenelock && sa->spacetype == SPACE_VIEW3D) {
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/* copy to scene */
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scene->lay = v3d->lay;
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scene->layact = v3d->layact;
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scene->camera = v3d->camera;
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/* not through notifier, listener don't have context
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* and non-open screens or spaces need to be updated too */
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BKE_screen_view3d_main_sync(&bmain->screen, scene);
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/* notifiers for scene update */
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WM_event_add_notifier(C, NC_SCENE | ND_LAYER, scene);
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}
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}
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}
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/**
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* layer code is on three levels actually:
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* - here for operator
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* - uiTemplateLayers in interface/ code for buttons
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* - ED_view3d_scene_layer_set for RNA
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*/
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static void view3d_layers_editmode_ensure(Scene *scene, View3D *v3d)
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{
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/* sanity check - when in editmode disallow switching the editmode layer off since its confusing
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* an alternative would be to always draw the editmode object. */
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if (scene->obedit && (scene->obedit->lay & v3d->lay) == 0) {
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int bit;
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for (bit = 0; bit < 32; bit++) {
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if (scene->obedit->lay & (1u << bit)) {
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v3d->lay |= (1u << bit);
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break;
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}
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}
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}
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}
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static int view3d_layers_exec(bContext *C, wmOperator *op)
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{
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Scene *scene = CTX_data_scene(C);
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ScrArea *sa = CTX_wm_area(C);
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View3D *v3d = sa->spacedata.first;
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int nr = RNA_int_get(op->ptr, "nr");
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const bool toggle = RNA_boolean_get(op->ptr, "toggle");
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if (nr < 0)
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return OPERATOR_CANCELLED;
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if (nr == 0) {
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/* all layers */
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if (!v3d->lay_prev)
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v3d->lay_prev = 1;
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if (toggle && v3d->lay == ((1 << 20) - 1)) {
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/* return to active layer only */
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v3d->lay = v3d->lay_prev;
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view3d_layers_editmode_ensure(scene, v3d);
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}
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else {
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v3d->lay_prev = v3d->lay;
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v3d->lay |= (1 << 20) - 1;
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}
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}
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else {
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int bit;
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nr--;
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if (RNA_boolean_get(op->ptr, "extend")) {
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if (toggle && v3d->lay & (1 << nr) && (v3d->lay & ~(1 << nr)))
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v3d->lay &= ~(1 << nr);
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else
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v3d->lay |= (1 << nr);
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}
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else {
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v3d->lay = (1 << nr);
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}
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view3d_layers_editmode_ensure(scene, v3d);
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/* set active layer, ensure to always have one */
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if (v3d->lay & (1 << nr))
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v3d->layact = 1 << nr;
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else if ((v3d->lay & v3d->layact) == 0) {
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for (bit = 0; bit < 32; bit++) {
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if (v3d->lay & (1u << bit)) {
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v3d->layact = (1u << bit);
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break;
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}
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}
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}
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}
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if (v3d->scenelock) handle_view3d_lock(C);
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DAG_on_visible_update(CTX_data_main(C), false);
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ED_area_tag_redraw(sa);
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return OPERATOR_FINISHED;
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}
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/* applies shift and alt, lazy coding or ok? :) */
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/* the local per-keymap-entry keymap will solve it */
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static int view3d_layers_invoke(bContext *C, wmOperator *op, const wmEvent *event)
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{
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if (event->ctrl || event->oskey)
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return OPERATOR_PASS_THROUGH;
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if (event->shift)
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RNA_boolean_set(op->ptr, "extend", true);
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else
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RNA_boolean_set(op->ptr, "extend", false);
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if (event->alt) {
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const int nr = RNA_int_get(op->ptr, "nr") + 10;
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RNA_int_set(op->ptr, "nr", nr);
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}
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view3d_layers_exec(C, op);
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return OPERATOR_FINISHED;
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}
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static int view3d_layers_poll(bContext *C)
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{
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return (ED_operator_view3d_active(C) && CTX_wm_view3d(C)->localvd == NULL);
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}
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void VIEW3D_OT_layers(wmOperatorType *ot)
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{
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/* identifiers */
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ot->name = "Layers";
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ot->description = "Toggle layer(s) visibility";
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ot->idname = "VIEW3D_OT_layers";
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/* api callbacks */
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ot->invoke = view3d_layers_invoke;
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ot->exec = view3d_layers_exec;
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ot->poll = view3d_layers_poll;
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/* flags */
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ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
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RNA_def_int(ot->srna, "nr", 1, 0, 20, "Number", "The layer number to set, zero for all layers", 0, 20);
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RNA_def_boolean(ot->srna, "extend", 0, "Extend", "Add this layer to the current view layers");
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RNA_def_boolean(ot->srna, "toggle", 1, "Toggle", "Toggle the layer");
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}
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static void do_view3d_header_buttons(bContext *C, void *UNUSED(arg), int event)
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{
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wmWindow *win = CTX_wm_window(C);
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const int ctrl = win->eventstate->ctrl, shift = win->eventstate->shift;
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/* watch it: if sa->win does not exist, check that when calling direct drawing routines */
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switch (event) {
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case B_SEL_VERT:
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if (EDBM_selectmode_toggle(C, SCE_SELECT_VERTEX, -1, shift, ctrl)) {
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ED_undo_push(C, "Selectmode Set: Vertex");
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}
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break;
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case B_SEL_EDGE:
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if (EDBM_selectmode_toggle(C, SCE_SELECT_EDGE, -1, shift, ctrl)) {
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ED_undo_push(C, "Selectmode Set: Edge");
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}
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break;
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case B_SEL_FACE:
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if (EDBM_selectmode_toggle(C, SCE_SELECT_FACE, -1, shift, ctrl)) {
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ED_undo_push(C, "Selectmode Set: Face");
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}
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break;
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default:
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break;
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}
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}
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void uiTemplateEditModeSelection(uiLayout *layout, struct bContext *C)
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{
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Object *obedit = CTX_data_edit_object(C);
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uiBlock *block = uiLayoutGetBlock(layout);
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UI_block_func_handle_set(block, do_view3d_header_buttons, NULL);
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if (obedit && (obedit->type == OB_MESH)) {
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BMEditMesh *em = BKE_editmesh_from_object(obedit);
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uiLayout *row;
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row = uiLayoutRow(layout, true);
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block = uiLayoutGetBlock(row);
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uiDefIconButBitS(block, UI_BTYPE_TOGGLE, SCE_SELECT_VERTEX, B_SEL_VERT, ICON_VERTEXSEL,
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0, 0, UI_UNIT_X, UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0,
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TIP_("Vertex select - Shift-Click for multiple modes, Ctrl-Click contracts selection"));
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uiDefIconButBitS(block, UI_BTYPE_TOGGLE, SCE_SELECT_EDGE, B_SEL_EDGE, ICON_EDGESEL,
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0, 0, UI_UNIT_X, UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0,
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TIP_("Edge select - Shift-Click for multiple modes, Ctrl-Click expands/contracts selection"));
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uiDefIconButBitS(block, UI_BTYPE_TOGGLE, SCE_SELECT_FACE, B_SEL_FACE, ICON_FACESEL,
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0, 0, UI_UNIT_X, UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0,
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TIP_("Face select - Shift-Click for multiple modes, Ctrl-Click expands selection"));
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}
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}
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void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
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{
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bScreen *screen = CTX_wm_screen(C);
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ScrArea *sa = CTX_wm_area(C);
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View3D *v3d = sa->spacedata.first;
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Scene *scene = CTX_data_scene(C);
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ToolSettings *ts = CTX_data_tool_settings(C);
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PointerRNA v3dptr, toolsptr, sceneptr;
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Object *ob = OBACT;
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Object *obedit = CTX_data_edit_object(C);
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uiBlock *block;
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uiLayout *row;
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bool is_paint = false;
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int modeselect;
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RNA_pointer_create(&screen->id, &RNA_SpaceView3D, v3d, &v3dptr);
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RNA_pointer_create(&scene->id, &RNA_ToolSettings, ts, &toolsptr);
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RNA_pointer_create(&scene->id, &RNA_Scene, scene, &sceneptr);
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block = uiLayoutGetBlock(layout);
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UI_block_func_handle_set(block, do_view3d_header_buttons, NULL);
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/* other buttons: */
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UI_block_emboss_set(block, UI_EMBOSS);
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/* mode */
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if (ob) {
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modeselect = ob->mode;
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is_paint = ELEM(ob->mode, OB_MODE_SCULPT, OB_MODE_VERTEX_PAINT, OB_MODE_WEIGHT_PAINT, OB_MODE_TEXTURE_PAINT);
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}
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else {
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modeselect = OB_MODE_OBJECT;
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}
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row = uiLayoutRow(layout, false);
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{
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EnumPropertyItem *item = object_mode_items;
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const char *name = "";
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int icon = ICON_OBJECT_DATAMODE;
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while (item->identifier) {
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if (item->value == modeselect && item->identifier[0]) {
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name = IFACE_(item->name);
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icon = item->icon;
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break;
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}
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item++;
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}
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uiItemMenuEnumO(row, C, "OBJECT_OT_mode_set", "mode", name, icon);
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}
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/* Draw type */
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uiItemR(layout, &v3dptr, "viewport_shade", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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if (obedit == NULL && is_paint) {
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if (ob->mode & OB_MODE_ALL_PAINT) {
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/* Only for Weight Paint. makes no sense in other paint modes. */
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row = uiLayoutRow(layout, true);
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uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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}
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/* Manipulators aren't used in paint modes */
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if (!ELEM(ob->mode, OB_MODE_SCULPT, OB_MODE_PARTICLE_EDIT)) {
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/* masks aren't used for sculpt and particle painting */
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PointerRNA meshptr;
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RNA_pointer_create(ob->data, &RNA_Mesh, ob->data, &meshptr);
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if (ob->mode & (OB_MODE_TEXTURE_PAINT | OB_MODE_VERTEX_PAINT)) {
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uiItemR(layout, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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}
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else {
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row = uiLayoutRow(layout, true);
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uiItemR(row, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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uiItemR(row, &meshptr, "use_paint_mask_vertex", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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}
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}
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}
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else {
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row = uiLayoutRow(layout, true);
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uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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/* pose/object only however we want to allow in weight paint mode too
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* so don't be totally strict and just check not-editmode for now
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* XXX We never get here when we are in Weight Paint mode
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*/
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if (obedit == NULL) {
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uiItemR(row, &v3dptr, "use_pivot_point_align", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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}
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/* Transform widget / manipulators */
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row = uiLayoutRow(layout, true);
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uiItemR(row, &v3dptr, "show_manipulator", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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if (v3d->twflag & V3D_USE_MANIPULATOR) {
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uiItemR(row, &v3dptr, "transform_manipulators", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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}
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uiItemR(row, &v3dptr, "transform_orientation", 0, "", ICON_NONE);
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}
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if (obedit == NULL && v3d->localvd == NULL) {
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unsigned int ob_lay = ob ? ob->lay : 0;
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/* Layers */
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uiTemplateLayers(layout, v3d->scenelock ? &sceneptr : &v3dptr, "layers", &v3dptr, "layers_used", ob_lay);
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/* Scene lock */
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uiItemR(layout, &v3dptr, "lock_camera_and_layers", UI_ITEM_R_ICON_ONLY, "", ICON_NONE);
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}
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uiTemplateEditModeSelection(layout, C);
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}
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