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blender-archive/source/blender/editors/space_buttons/buttons_context.c
Matt Ebb 251ef0a47f Changes to Brush texture workflow
This changes how textures are accessed from Brushes, with the intention of simplifying 
the workflow, and reducing the amount of clicking. Rather than the previous texture slots 
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather 
than taking time having to set up your slots in advance, you can now select and change 
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can 
be used, or for fast access, it's easy to make a duplicate of your brush with the texture 
you like and assign a hotkey.

Brush textures can now be chosen from a new Textures panel in the brush tool 
properties - click on the thumbnail to open a texture selector. This is done using a new 
variation on the ID template - the number of rows and columns to display in the popup 
can be customised in the UI scripts.
2010-01-03 08:37:18 +00:00

805 lines
20 KiB
C

/**
* $Id:
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_armature_types.h"
#include "DNA_brush_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_particle_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "BLI_listbase.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_material.h"
#include "BKE_modifier.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_screen.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BKE_world.h"
#include "RNA_access.h"
#include "ED_armature.h"
#include "ED_screen.h"
#include "ED_physics.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "buttons_intern.h" // own include
typedef struct ButsContextPath {
PointerRNA ptr[8];
int len;
int flag;
} ButsContextPath;
static int set_pointer_type(ButsContextPath *path, bContextDataResult *result, StructRNA *type)
{
PointerRNA *ptr;
int a;
for(a=0; a<path->len; a++) {
ptr= &path->ptr[a];
if(RNA_struct_is_a(ptr->type, type)) {
CTX_data_pointer_set(result, ptr->id.data, ptr->type, ptr->data);
return 1;
}
}
return 0;
}
static PointerRNA *get_pointer_type(ButsContextPath *path, StructRNA *type)
{
PointerRNA *ptr;
int a;
for(a=0; a<path->len; a++) {
ptr= &path->ptr[a];
if(RNA_struct_is_a(ptr->type, type))
return ptr;
}
return NULL;
}
/************************* Creating the Path ************************/
static int buttons_context_path_scene(ButsContextPath *path)
{
PointerRNA *ptr= &path->ptr[path->len-1];
/* this one just verifies */
return RNA_struct_is_a(ptr->type, &RNA_Scene);
}
/* note: this function can return 1 without adding a world to the path
* so the buttons stay visible, but be sure to check the ID type if a ID_WO */
static int buttons_context_path_world(ButsContextPath *path)
{
Scene *scene;
World *world;
PointerRNA *ptr= &path->ptr[path->len-1];
/* if we already have a (pinned) world, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_World)) {
return 1;
}
/* if we have a scene, use the scene's world */
else if(buttons_context_path_scene(path)) {
scene= path->ptr[path->len-1].data;
world= scene->world;
if(world) {
RNA_id_pointer_create(&scene->world->id, &path->ptr[path->len]);
path->len++;
return 1;
}
else {
return 1;
}
}
/* no path to a world possible */
return 0;
}
static int buttons_context_path_object(ButsContextPath *path)
{
Scene *scene;
Object *ob;
PointerRNA *ptr= &path->ptr[path->len-1];
/* if we already have a (pinned) object, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_Object)) {
return 1;
}
/* if we have a scene, use the scene's active object */
else if(buttons_context_path_scene(path)) {
scene= path->ptr[path->len-1].data;
ob= (scene->basact)? scene->basact->object: NULL;
if(ob) {
RNA_id_pointer_create(&ob->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a object possible */
return 0;
}
static int buttons_context_path_data(ButsContextPath *path, int type)
{
Object *ob;
PointerRNA *ptr= &path->ptr[path->len-1];
/* if we already have a data, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_Mesh) && (type == -1 || type == OB_MESH)) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_Curve) && (type == -1 || ELEM3(type, OB_CURVE, OB_SURF, OB_FONT))) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_Armature) && (type == -1 || type == OB_ARMATURE)) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_MetaBall) && (type == -1 || type == OB_MBALL)) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_Lattice) && (type == -1 || type == OB_LATTICE)) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_Camera) && (type == -1 || type == OB_CAMERA)) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_Lamp) && (type == -1 || type == OB_LAMP)) return 1;
/* try to get an object in the path, no pinning supported here */
else if(buttons_context_path_object(path)) {
ob= path->ptr[path->len-1].data;
if(ob && (type == -1 || type == ob->type)) {
RNA_id_pointer_create(ob->data, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to data possible */
return 0;
}
static int buttons_context_path_modifier(ButsContextPath *path)
{
Object *ob;
if(buttons_context_path_object(path)) {
ob= path->ptr[path->len-1].data;
if(ob && ELEM5(ob->type, OB_MESH, OB_CURVE, OB_FONT, OB_SURF, OB_LATTICE))
return 1;
}
return 0;
}
static int buttons_context_path_material(ButsContextPath *path)
{
Object *ob;
PointerRNA *ptr= &path->ptr[path->len-1];
Material *ma;
/* if we already have a (pinned) material, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_Material)) {
return 1;
}
/* if we have an object, use the object material slot */
else if(buttons_context_path_object(path)) {
ob= path->ptr[path->len-1].data;
if(ob && ob->type && (ob->type<OB_LAMP)) {
ma= give_current_material(ob, ob->actcol);
RNA_id_pointer_create(&ma->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a material possible */
return 0;
}
static int buttons_context_path_bone(ButsContextPath *path)
{
bArmature *arm;
EditBone *edbo;
/* if we have an armature, get the active bone */
if(buttons_context_path_data(path, OB_ARMATURE)) {
arm= path->ptr[path->len-1].data;
if(arm->edbo) {
if(arm->act_edbone) {
edbo= arm->act_edbone;
RNA_pointer_create(&arm->id, &RNA_EditBone, edbo, &path->ptr[path->len]);
path->len++;
return 1;
}
}
else {
if(arm->act_bone) {
RNA_pointer_create(&arm->id, &RNA_Bone, arm->act_bone, &path->ptr[path->len]);
path->len++;
return 1;
}
}
}
/* no path to a bone possible */
return 0;
}
static int buttons_context_path_particle(ButsContextPath *path)
{
Object *ob;
ParticleSystem *psys;
/* if we have an object, get the active particle system */
if(buttons_context_path_object(path)) {
ob= path->ptr[path->len-1].data;
if(ob && ob->type == OB_MESH) {
psys= psys_get_current(ob);
RNA_pointer_create(&ob->id, &RNA_ParticleSystem, psys, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a particle system possible */
return 0;
}
static int buttons_context_path_brush(const bContext *C, ButsContextPath *path)
{
Scene *scene;
Brush *br= NULL;
PointerRNA *ptr= &path->ptr[path->len-1];
/* if we already have a (pinned) brush, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_Brush)) {
return 1;
}
/* if we have a scene, use the toolsettings brushes */
else if(buttons_context_path_scene(path)) {
scene= path->ptr[path->len-1].data;
if(scene)
br= paint_brush(paint_get_active(scene));
if(br) {
RNA_id_pointer_create(&br->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a brush possible */
return 0;
}
static int buttons_context_path_texture(const bContext *C, ButsContextPath *path)
{
Material *ma;
Lamp *la;
Brush *br;
World *wo;
Tex *tex;
PointerRNA *ptr= &path->ptr[path->len-1];
/* if we already have a (pinned) texture, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_Texture)) {
return 1;
}
/* try brush */
else if((path->flag & SB_BRUSH_TEX) && buttons_context_path_brush(C, path)) {
br= path->ptr[path->len-1].data;
if(br) {
tex= give_current_brush_texture(br);
RNA_id_pointer_create(&tex->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* try world */
else if((path->flag & SB_WORLD_TEX) && buttons_context_path_world(path)) {
wo= path->ptr[path->len-1].data;
if(wo && GS(wo->id.name)==ID_WO) {
tex= give_current_world_texture(wo);
RNA_id_pointer_create(&tex->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* try material */
else if(buttons_context_path_material(path)) {
ma= path->ptr[path->len-1].data;
if(ma) {
tex= give_current_material_texture(ma);
RNA_id_pointer_create(&tex->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* try lamp */
else if(buttons_context_path_data(path, OB_LAMP)) {
la= path->ptr[path->len-1].data;
if(la) {
tex= give_current_lamp_texture(la);
RNA_id_pointer_create(&tex->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* TODO: material nodes */
/* no path to a texture possible */
return 0;
}
static int buttons_context_path(const bContext *C, ButsContextPath *path, int mainb, int flag)
{
SpaceButs *sbuts= CTX_wm_space_buts(C);
ID *id;
int found;
memset(path, 0, sizeof(*path));
path->flag= flag;
/* if some ID datablock is pinned, set the root pointer */
if(sbuts->pinid) {
id= sbuts->pinid;
RNA_id_pointer_create(id, &path->ptr[0]);
path->len++;
}
/* no pinned root, use scene as root */
if(path->len == 0) {
id= (ID*)CTX_data_scene(C);
RNA_id_pointer_create(id, &path->ptr[0]);
path->len++;
}
/* now for each buttons context type, we try to construct a path,
* tracing back recursively */
switch(mainb) {
case BCONTEXT_SCENE:
case BCONTEXT_RENDER:
found= buttons_context_path_scene(path);
break;
case BCONTEXT_WORLD:
found= buttons_context_path_world(path);
break;
case BCONTEXT_OBJECT:
case BCONTEXT_PHYSICS:
case BCONTEXT_CONSTRAINT:
found= buttons_context_path_object(path);
break;
case BCONTEXT_MODIFIER:
found= buttons_context_path_modifier(path);
break;
case BCONTEXT_DATA:
found= buttons_context_path_data(path, -1);
break;
case BCONTEXT_PARTICLE:
found= buttons_context_path_particle(path);
break;
case BCONTEXT_MATERIAL:
found= buttons_context_path_material(path);
break;
case BCONTEXT_TEXTURE:
found= buttons_context_path_texture(C, path);
break;
case BCONTEXT_BONE:
case BCONTEXT_BONE_CONSTRAINT:
found= buttons_context_path_bone(path);
if(!found)
found= buttons_context_path_data(path, OB_ARMATURE);
break;
default:
found= 0;
break;
}
return found;
}
void buttons_context_compute(const bContext *C, SpaceButs *sbuts)
{
ButsContextPath *path;
PointerRNA *ptr;
int a, pflag, flag= 0;
if(!sbuts->path)
sbuts->path= MEM_callocN(sizeof(ButsContextPath), "ButsContextPath");
path= sbuts->path;
pflag= (sbuts->flag & (SB_WORLD_TEX|SB_BRUSH_TEX));
/* for each context, see if we can compute a valid path to it, if
* this is the case, we know we have to display the button */
for(a=0; a<BCONTEXT_TOT; a++) {
if(buttons_context_path(C, path, a, pflag)) {
flag |= (1<<a);
/* setting icon for data context */
if(a == BCONTEXT_DATA) {
ptr= &path->ptr[path->len-1];
if(ptr->type)
sbuts->dataicon= RNA_struct_ui_icon(ptr->type);
else
sbuts->dataicon= ICON_EMPTY_DATA;
}
}
}
/* always try to use the tab that was explicitly
* set to the user, so that once that context comes
* back, the tab is activated again */
sbuts->mainb= sbuts->mainbuser;
/* in case something becomes invalid, change */
if((flag & (1 << sbuts->mainb)) == 0) {
if(flag & BCONTEXT_OBJECT) {
sbuts->mainb= BCONTEXT_OBJECT;
}
else {
for(a=0; a<BCONTEXT_TOT; a++) {
if(flag & (1 << a)) {
sbuts->mainb= a;
break;
}
}
}
}
buttons_context_path(C, path, sbuts->mainb, pflag);
if(!(flag & (1 << sbuts->mainb))) {
if(flag & (1 << BCONTEXT_OBJECT))
sbuts->mainb= BCONTEXT_OBJECT;
else
sbuts->mainb= BCONTEXT_SCENE;
}
sbuts->pathflag= flag;
}
/************************* Context Callback ************************/
int buttons_context(const bContext *C, const char *member, bContextDataResult *result)
{
SpaceButs *sbuts= CTX_wm_space_buts(C);
ButsContextPath *path= sbuts?sbuts->path:NULL;
if(!path)
return 0;
/* here we handle context, getting data from precomputed path */
if(CTX_data_dir(member)) {
static const char *dir[] = {
"world", "object", "mesh", "armature", "lattice", "curve",
"meta_ball", "lamp", "camera", "material", "material_slot",
"texture", "texture_slot", "bone", "edit_bone", "particle_system", "particle_system_editable",
"cloth", "soft_body", "fluid", "smoke", "collision", "brush", NULL};
CTX_data_dir_set(result, dir);
return 1;
}
else if(CTX_data_equals(member, "world")) {
set_pointer_type(path, result, &RNA_World);
return 1;
}
else if(CTX_data_equals(member, "object")) {
set_pointer_type(path, result, &RNA_Object);
return 1;
}
else if(CTX_data_equals(member, "mesh")) {
set_pointer_type(path, result, &RNA_Mesh);
return 1;
}
else if(CTX_data_equals(member, "armature")) {
set_pointer_type(path, result, &RNA_Armature);
return 1;
}
else if(CTX_data_equals(member, "lattice")) {
set_pointer_type(path, result, &RNA_Lattice);
return 1;
}
else if(CTX_data_equals(member, "curve")) {
set_pointer_type(path, result, &RNA_Curve);
return 1;
}
else if(CTX_data_equals(member, "meta_ball")) {
set_pointer_type(path, result, &RNA_MetaBall);
return 1;
}
else if(CTX_data_equals(member, "lamp")) {
set_pointer_type(path, result, &RNA_Lamp);
return 1;
}
else if(CTX_data_equals(member, "camera")) {
set_pointer_type(path, result, &RNA_Camera);
return 1;
}
else if(CTX_data_equals(member, "material")) {
set_pointer_type(path, result, &RNA_Material);
return 1;
}
else if(CTX_data_equals(member, "texture")) {
set_pointer_type(path, result, &RNA_Texture);
return 1;
}
else if(CTX_data_equals(member, "material_slot")) {
PointerRNA *ptr= get_pointer_type(path, &RNA_Object);
if(ptr) {
Object *ob= ptr->data;
if(ob && ob->type && (ob->type<OB_LAMP) && ob->totcol)
CTX_data_pointer_set(result, &ob->id, &RNA_MaterialSlot, ob->mat+ob->actcol-1);
}
return 1;
}
else if(CTX_data_equals(member, "texture_slot")) {
PointerRNA *ptr;
if((ptr=get_pointer_type(path, &RNA_Material))) {
Material *ma= ptr->data; /* should this be made a different option? */
Material *ma_node= give_node_material(ma);
ma= ma_node?ma_node:ma;
if(ma)
CTX_data_pointer_set(result, &ma->id, &RNA_MaterialTextureSlot, ma->mtex[(int)ma->texact]);
}
else if((ptr=get_pointer_type(path, &RNA_Lamp))) {
Lamp *la= ptr->data;
if(la)
CTX_data_pointer_set(result, &la->id, &RNA_LampTextureSlot, la->mtex[(int)la->texact]);
}
else if((ptr=get_pointer_type(path, &RNA_World))) {
World *wo= ptr->data;
if(wo)
CTX_data_pointer_set(result, &wo->id, &RNA_WorldTextureSlot, wo->mtex[(int)wo->texact]);
}
else if((ptr=get_pointer_type(path, &RNA_Brush))) { /* how to get this into context? */
Brush *br= ptr->data;
if(br)
CTX_data_pointer_set(result, &br->id, &RNA_BrushTextureSlot, &br->mtex);
}
return 1;
}
else if(CTX_data_equals(member, "bone")) {
set_pointer_type(path, result, &RNA_Bone);
return 1;
}
else if(CTX_data_equals(member, "edit_bone")) {
set_pointer_type(path, result, &RNA_EditBone);
return 1;
}
else if(CTX_data_equals(member, "particle_system")) {
set_pointer_type(path, result, &RNA_ParticleSystem);
return 1;
}
else if(CTX_data_equals(member, "particle_system_editable")) {
if(PE_poll((bContext*)C))
set_pointer_type(path, result, &RNA_ParticleSystem);
else
CTX_data_pointer_set(result, NULL, &RNA_ParticleSystem, NULL);
return 1;
}
else if(CTX_data_equals(member, "cloth")) {
PointerRNA *ptr= get_pointer_type(path, &RNA_Object);
if(ptr && ptr->data) {
Object *ob= ptr->data;
ModifierData *md= modifiers_findByType(ob, eModifierType_Cloth);
CTX_data_pointer_set(result, &ob->id, &RNA_ClothModifier, md);
return 1;
}
}
else if(CTX_data_equals(member, "soft_body")) {
PointerRNA *ptr= get_pointer_type(path, &RNA_Object);
if(ptr && ptr->data) {
Object *ob= ptr->data;
ModifierData *md= modifiers_findByType(ob, eModifierType_Softbody);
CTX_data_pointer_set(result, &ob->id, &RNA_SoftBodyModifier, md);
return 1;
}
}
else if(CTX_data_equals(member, "fluid")) {
PointerRNA *ptr= get_pointer_type(path, &RNA_Object);
if(ptr && ptr->data) {
Object *ob= ptr->data;
ModifierData *md= modifiers_findByType(ob, eModifierType_Fluidsim);
CTX_data_pointer_set(result, &ob->id, &RNA_FluidSimulationModifier, md);
return 1;
}
}
else if(CTX_data_equals(member, "smoke")) {
PointerRNA *ptr= get_pointer_type(path, &RNA_Object);
if(ptr && ptr->data) {
Object *ob= ptr->data;
ModifierData *md= modifiers_findByType(ob, eModifierType_Smoke);
CTX_data_pointer_set(result, &ob->id, &RNA_SmokeModifier, md);
return 1;
}
}
else if(CTX_data_equals(member, "collision")) {
PointerRNA *ptr= get_pointer_type(path, &RNA_Object);
if(ptr && ptr->data) {
Object *ob= ptr->data;
ModifierData *md= modifiers_findByType(ob, eModifierType_Collision);
CTX_data_pointer_set(result, &ob->id, &RNA_CollisionModifier, md);
return 1;
}
}
else if(CTX_data_equals(member, "brush")) {
set_pointer_type(path, result, &RNA_Brush);
return 1;
}
else {
return 0; /* not found */
}
return -1; /* found but not available */
}
/************************* Drawing the Path ************************/
static void pin_cb(bContext *C, void *arg1, void *arg2)
{
SpaceButs *sbuts= CTX_wm_space_buts(C);
ButsContextPath *path= sbuts->path;
PointerRNA *ptr;
int a;
if(sbuts->flag & SB_PIN_CONTEXT) {
if(path->len) {
for(a=path->len-1; a>=0; a--) {
ptr= &path->ptr[a];
if(ptr->id.data) {
sbuts->pinid= ptr->id.data;
break;
}
}
}
}
else
sbuts->pinid= NULL;
ED_area_tag_redraw(CTX_wm_area(C));
}
void buttons_context_draw(const bContext *C, uiLayout *layout)
{
SpaceButs *sbuts= CTX_wm_space_buts(C);
ButsContextPath *path= sbuts->path;
uiLayout *row;
uiBlock *block;
uiBut *but;
PointerRNA *ptr;
char namebuf[128], *name;
int a, icon;
if(!path)
return;
row= uiLayoutRow(layout, 1);
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_LEFT);
block= uiLayoutGetBlock(row);
uiBlockSetEmboss(block, UI_EMBOSSN);
but= uiDefIconButBitC(block, ICONTOG, SB_PIN_CONTEXT, 0, ICON_UNPINNED, 0, 0, UI_UNIT_X, UI_UNIT_Y, &sbuts->flag, 0, 0, 0, 0, "Follow context or keep fixed datablock displayed.");
uiButSetFunc(but, pin_cb, NULL, NULL);
for(a=0; a<path->len; a++) {
ptr= &path->ptr[a];
if(a != 0)
uiItemL(row, "", VICO_SMALL_TRI_RIGHT_VEC);
if(ptr->data) {
icon= RNA_struct_ui_icon(ptr->type);
name= RNA_struct_name_get_alloc(ptr, namebuf, sizeof(namebuf));
if(name) {
if(!ELEM(sbuts->mainb, BCONTEXT_RENDER, BCONTEXT_SCENE) && ptr->type == &RNA_Scene)
uiItemL(row, "", icon); /* save some space */
else
uiItemL(row, name, icon);
if(name != namebuf)
MEM_freeN(name);
}
else
uiItemL(row, "", icon);
}
}
}
static void buttons_panel_context(const bContext *C, Panel *pa)
{
buttons_context_draw(C, pa->layout);
}
void buttons_context_register(ARegionType *art)
{
PanelType *pt;
pt= MEM_callocN(sizeof(PanelType), "spacetype buttons panel context");
strcpy(pt->idname, "BUTTONS_PT_context");
strcpy(pt->label, "Context");
pt->draw= buttons_panel_context;
pt->flag= PNL_NO_HEADER;
BLI_addtail(&art->paneltypes, pt);
}