689 lines
20 KiB
C
689 lines
20 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) 2009 Blender Foundation.
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* All rights reserved.
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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_texture.c
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* \ingroup spbuttons
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "BLT_translation.h"
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#include "DNA_brush_types.h"
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#include "DNA_ID.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_object_force.h"
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#include "DNA_particle_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_world_types.h"
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#include "DNA_linestyle_types.h"
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#include "BKE_context.h"
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#include "BKE_linestyle.h"
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#include "BKE_material.h"
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#include "BKE_modifier.h"
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#include "BKE_node.h"
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#include "BKE_paint.h"
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#include "BKE_particle.h"
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#include "BKE_scene.h"
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#ifdef WITH_FREESTYLE
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# include "BKE_freestyle.h"
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#endif
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#include "RNA_access.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "ED_buttons.h"
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#include "ED_node.h"
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#include "ED_screen.h"
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#include "../interface/interface_intern.h"
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#include "buttons_intern.h" // own include
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/****************** "Old Shading" Texture Context ****************/
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bool ED_texture_context_check_world(const bContext *C)
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{
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Scene *scene = CTX_data_scene(C);
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return (scene && scene->world);
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}
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bool ED_texture_context_check_material(const bContext *C)
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{
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Object *ob = CTX_data_active_object(C);
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return (ob && (ob->totcol != 0));
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}
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bool ED_texture_context_check_lamp(const bContext *C)
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{
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Object *ob = CTX_data_active_object(C);
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return (ob && (ob->type == OB_LAMP));
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}
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bool ED_texture_context_check_particles(const bContext *C)
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{
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Object *ob = CTX_data_active_object(C);
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return (ob && ob->particlesystem.first);
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}
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bool ED_texture_context_check_linestyle(const bContext *C)
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{
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#ifdef WITH_FREESTYLE
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Scene *scene = CTX_data_scene(C);
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SceneRenderLayer *actsrl;
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FreestyleConfig *config;
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FreestyleLineSet *lineset;
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FreestyleLineStyle *linestyle;
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if (scene && (scene->r.mode & R_EDGE_FRS)) {
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actsrl = BLI_findlink(&scene->r.layers, scene->r.actlay);
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config = &actsrl->freestyleConfig;
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if (config->mode == FREESTYLE_CONTROL_EDITOR_MODE) {
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lineset = BKE_freestyle_lineset_get_active(config);
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if (lineset) {
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linestyle = lineset->linestyle;
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return linestyle && (linestyle->flag & LS_TEXTURE);
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}
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}
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}
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#else
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(void)C;
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#endif
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return false;
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}
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static void texture_context_check_modifier_foreach(void *userData, Object *UNUSED(ob), ModifierData *UNUSED(md),
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const char *UNUSED(propname))
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{
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*((bool *)userData) = true;
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}
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bool ED_texture_context_check_others(const bContext *C)
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{
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/* We cannot rely on sbuts->texuser here, as it is NULL when in "old" tex handling, non-OTHERS tex context. */
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Object *ob = CTX_data_active_object(C);
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/* object */
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if (ob) {
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/* Tex force field. */
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if (ob->pd && ob->pd->forcefield == PFIELD_TEXTURE) {
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return true;
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}
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/* modifiers */
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{
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bool check = false;
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modifiers_foreachTexLink(ob, texture_context_check_modifier_foreach, &check);
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if (check) {
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return true;
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}
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}
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}
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/* brush */
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if (BKE_paint_brush(BKE_paint_get_active_from_context(C))) {
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return true;
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}
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return false;
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}
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static void set_texture_context(const bContext *C, SpaceButs *sbuts)
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{
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Scene *scene = CTX_data_scene(C);
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if (BKE_scene_use_new_shading_nodes(scene)) {
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return; /* No texture context in new shading mode */
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}
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{
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bool valid_world = ED_texture_context_check_world(C);
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bool valid_material = ED_texture_context_check_material(C);
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bool valid_lamp = ED_texture_context_check_lamp(C);
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bool valid_particles = ED_texture_context_check_particles(C);
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bool valid_linestyle = ED_texture_context_check_linestyle(C);
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bool valid_others = ED_texture_context_check_others(C);
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/* this is similar to direct user action, no need to keep "better" ctxt in _prev */
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if ((sbuts->mainb == BCONTEXT_WORLD) && valid_world) {
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sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_WORLD;
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}
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else if ((sbuts->mainb == BCONTEXT_MATERIAL) && valid_material) {
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sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_MATERIAL;
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}
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else if ((sbuts->mainb == BCONTEXT_DATA) && valid_lamp) {
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sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_LAMP;
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}
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else if ((sbuts->mainb == BCONTEXT_PARTICLE) && valid_particles) {
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sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_PARTICLES;
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}
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else if ((sbuts->mainb == BCONTEXT_RENDER_LAYER) && valid_linestyle) {
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sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_LINESTYLE;
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}
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else if ((ELEM(sbuts->mainb, BCONTEXT_MODIFIER, BCONTEXT_PHYSICS)) && valid_others) {
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sbuts->texture_context = sbuts->texture_context_prev = SB_TEXC_OTHER;
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}
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/* Else, try to revive a previous "better" ctxt... */
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else if ((sbuts->texture_context_prev != sbuts->texture_context) &&
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(((sbuts->texture_context_prev == SB_TEXC_WORLD) && valid_world) ||
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((sbuts->texture_context_prev == SB_TEXC_MATERIAL) && valid_material) ||
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((sbuts->texture_context_prev == SB_TEXC_LAMP) && valid_lamp) ||
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((sbuts->texture_context_prev == SB_TEXC_PARTICLES) && valid_particles) ||
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((sbuts->texture_context_prev == SB_TEXC_LINESTYLE) && valid_linestyle) ||
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((sbuts->texture_context_prev == SB_TEXC_OTHER) && valid_others)))
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{
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sbuts->texture_context = sbuts->texture_context_prev;
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}
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/* Else, just be sure that current context is valid! */
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else if (((sbuts->texture_context == SB_TEXC_WORLD) && !valid_world) ||
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((sbuts->texture_context == SB_TEXC_MATERIAL) && !valid_material) ||
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((sbuts->texture_context == SB_TEXC_LAMP) && !valid_lamp) ||
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((sbuts->texture_context == SB_TEXC_PARTICLES) && !valid_particles) ||
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((sbuts->texture_context == SB_TEXC_LINESTYLE) && !valid_linestyle) ||
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((sbuts->texture_context == SB_TEXC_OTHER) && !valid_others))
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{
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/* this is default fallback, do keep "better" ctxt in _prev */
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sbuts->texture_context_prev = sbuts->texture_context;
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if (valid_material) {
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sbuts->texture_context = SB_TEXC_MATERIAL;
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}
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else if (valid_lamp) {
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sbuts->texture_context = SB_TEXC_LAMP;
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}
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else if (valid_particles) {
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sbuts->texture_context = SB_TEXC_PARTICLES;
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}
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else if (valid_linestyle) {
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sbuts->texture_context = SB_TEXC_LINESTYLE;
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}
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else if (valid_world) {
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sbuts->texture_context = SB_TEXC_WORLD;
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}
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else if (valid_others) {
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sbuts->texture_context = SB_TEXC_OTHER;
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}
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}
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}
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}
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/************************* Texture User **************************/
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static void buttons_texture_user_property_add(ListBase *users, ID *id,
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PointerRNA ptr, PropertyRNA *prop,
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const char *category, int icon, const char *name)
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{
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ButsTextureUser *user = MEM_callocN(sizeof(ButsTextureUser), "ButsTextureUser");
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user->id = id;
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user->ptr = ptr;
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user->prop = prop;
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user->category = category;
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user->icon = icon;
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user->name = name;
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user->index = BLI_listbase_count(users);
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BLI_addtail(users, user);
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}
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static void buttons_texture_user_node_add(ListBase *users, ID *id,
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bNodeTree *ntree, bNode *node,
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const char *category, int icon, const char *name)
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{
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ButsTextureUser *user = MEM_callocN(sizeof(ButsTextureUser), "ButsTextureUser");
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user->id = id;
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user->ntree = ntree;
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user->node = node;
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user->category = category;
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user->icon = icon;
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user->name = name;
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user->index = BLI_listbase_count(users);
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BLI_addtail(users, user);
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}
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static void buttons_texture_users_find_nodetree(ListBase *users, ID *id,
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bNodeTree *ntree, const char *category)
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{
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bNode *node;
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if (ntree) {
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for (node = ntree->nodes.first; node; node = node->next) {
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if (node->typeinfo->nclass == NODE_CLASS_TEXTURE) {
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PointerRNA ptr;
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/* PropertyRNA *prop; */ /* UNUSED */
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RNA_pointer_create(&ntree->id, &RNA_Node, node, &ptr);
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/* prop = RNA_struct_find_property(&ptr, "texture"); */ /* UNUSED */
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buttons_texture_user_node_add(users, id, ntree, node,
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category, RNA_struct_ui_icon(ptr.type), node->name);
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}
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else if (node->type == NODE_GROUP && node->id) {
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buttons_texture_users_find_nodetree(users, id, (bNodeTree *)node->id, category);
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}
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}
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}
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}
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static void buttons_texture_modifier_foreach(void *userData, Object *ob, ModifierData *md, const char *propname)
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{
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PointerRNA ptr;
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PropertyRNA *prop;
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ListBase *users = userData;
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RNA_pointer_create(&ob->id, &RNA_Modifier, md, &ptr);
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prop = RNA_struct_find_property(&ptr, propname);
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buttons_texture_user_property_add(users, &ob->id, ptr, prop,
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N_("Modifiers"), RNA_struct_ui_icon(ptr.type), md->name);
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}
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static void buttons_texture_users_from_context(ListBase *users, const bContext *C, SpaceButs *sbuts)
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{
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Scene *scene = NULL;
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Object *ob = NULL;
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Material *ma = NULL;
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Lamp *la = NULL;
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World *wrld = NULL;
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FreestyleLineStyle *linestyle = NULL;
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Brush *brush = NULL;
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ID *pinid = sbuts->pinid;
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bool limited_mode = (sbuts->flag & SB_TEX_USER_LIMITED) != 0;
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/* get data from context */
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if (pinid) {
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if (GS(pinid->name) == ID_SCE)
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scene = (Scene *)pinid;
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else if (GS(pinid->name) == ID_OB)
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ob = (Object *)pinid;
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else if (GS(pinid->name) == ID_LA)
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la = (Lamp *)pinid;
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else if (GS(pinid->name) == ID_WO)
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wrld = (World *)pinid;
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else if (GS(pinid->name) == ID_MA)
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ma = (Material *)pinid;
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else if (GS(pinid->name) == ID_BR)
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brush = (Brush *)pinid;
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else if (GS(pinid->name) == ID_LS)
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linestyle = (FreestyleLineStyle *)pinid;
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}
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if (!scene)
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scene = CTX_data_scene(C);
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if (!(pinid || pinid == &scene->id)) {
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ob = (scene->basact) ? scene->basact->object : NULL;
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wrld = scene->world;
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brush = BKE_paint_brush(BKE_paint_get_active_from_context(C));
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linestyle = BKE_linestyle_active_from_scene(scene);
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}
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if (ob && ob->type == OB_LAMP && !la)
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la = ob->data;
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if (ob && !ma)
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ma = give_current_material(ob, ob->actcol);
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/* fill users */
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BLI_listbase_clear(users);
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if (ma && !limited_mode)
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buttons_texture_users_find_nodetree(users, &ma->id, ma->nodetree, N_("Material"));
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if (la && !limited_mode)
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buttons_texture_users_find_nodetree(users, &la->id, la->nodetree, N_("Lamp"));
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if (wrld && !limited_mode)
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buttons_texture_users_find_nodetree(users, &wrld->id, wrld->nodetree, N_("World"));
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if (linestyle && !limited_mode)
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buttons_texture_users_find_nodetree(users, &linestyle->id, linestyle->nodetree, N_("Line Style"));
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if (ob) {
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ParticleSystem *psys = psys_get_current(ob);
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MTex *mtex;
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int a;
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/* modifiers */
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modifiers_foreachTexLink(ob, buttons_texture_modifier_foreach, users);
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/* particle systems */
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if (psys && !limited_mode) {
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for (a = 0; a < MAX_MTEX; a++) {
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mtex = psys->part->mtex[a];
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if (mtex) {
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PointerRNA ptr;
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PropertyRNA *prop;
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RNA_pointer_create(&psys->part->id, &RNA_ParticleSettingsTextureSlot, mtex, &ptr);
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prop = RNA_struct_find_property(&ptr, "texture");
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buttons_texture_user_property_add(users, &psys->part->id, ptr, prop, N_("Particles"),
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RNA_struct_ui_icon(&RNA_ParticleSettings), psys->name);
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}
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}
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}
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/* field */
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if (ob->pd && ob->pd->forcefield == PFIELD_TEXTURE) {
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PointerRNA ptr;
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PropertyRNA *prop;
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RNA_pointer_create(&ob->id, &RNA_FieldSettings, ob->pd, &ptr);
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prop = RNA_struct_find_property(&ptr, "texture");
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buttons_texture_user_property_add(users, &ob->id, ptr, prop,
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N_("Fields"), ICON_FORCE_TEXTURE, IFACE_("Texture Field"));
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}
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}
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/* brush */
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if (brush) {
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PointerRNA ptr;
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PropertyRNA *prop;
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/* texture */
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RNA_pointer_create(&brush->id, &RNA_BrushTextureSlot, &brush->mtex, &ptr);
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prop = RNA_struct_find_property(&ptr, "texture");
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buttons_texture_user_property_add(users, &brush->id, ptr, prop,
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N_("Brush"), ICON_BRUSH_DATA, IFACE_("Brush"));
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/* mask texture */
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RNA_pointer_create(&brush->id, &RNA_BrushTextureSlot, &brush->mask_mtex, &ptr);
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prop = RNA_struct_find_property(&ptr, "texture");
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buttons_texture_user_property_add(users, &brush->id, ptr, prop,
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N_("Brush"), ICON_BRUSH_DATA, IFACE_("Brush Mask"));
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}
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}
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void buttons_texture_context_compute(const bContext *C, SpaceButs *sbuts)
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{
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/* gather available texture users in context. runs on every draw of
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* properties editor, before the buttons are created. */
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ButsContextTexture *ct = sbuts->texuser;
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Scene *scene = CTX_data_scene(C);
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ID *pinid = sbuts->pinid;
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set_texture_context(C, sbuts);
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if (!((sbuts->texture_context == SB_TEXC_OTHER) || BKE_scene_use_new_shading_nodes(scene))) {
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if (ct) {
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BLI_freelistN(&ct->users);
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MEM_freeN(ct);
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sbuts->texuser = NULL;
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}
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return;
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}
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if (!ct) {
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ct = MEM_callocN(sizeof(ButsContextTexture), "ButsContextTexture");
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sbuts->texuser = ct;
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}
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else {
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BLI_freelistN(&ct->users);
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}
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buttons_texture_users_from_context(&ct->users, C, sbuts);
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if (pinid && GS(pinid->name) == ID_TE) {
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ct->user = NULL;
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ct->texture = (Tex *)pinid;
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}
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else {
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/* set one user as active based on active index */
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if (ct->index == BLI_listbase_count_ex(&ct->users, ct->index + 1))
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ct->index = 0;
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ct->user = BLI_findlink(&ct->users, ct->index);
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ct->texture = NULL;
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if (ct->user) {
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if (ct->user->ptr.data) {
|
|
PointerRNA texptr;
|
|
Tex *tex;
|
|
|
|
/* get texture datablock pointer if it's a property */
|
|
texptr = RNA_property_pointer_get(&ct->user->ptr, ct->user->prop);
|
|
tex = (RNA_struct_is_a(texptr.type, &RNA_Texture)) ? texptr.data : NULL;
|
|
|
|
ct->texture = tex;
|
|
}
|
|
else if (ct->user->node && !(ct->user->node->flag & NODE_ACTIVE_TEXTURE)) {
|
|
ButsTextureUser *user;
|
|
|
|
/* detect change of active texture node in same node tree, in that
|
|
* case we also automatically switch to the other node */
|
|
for (user = ct->users.first; user; user = user->next) {
|
|
if (user->ntree == ct->user->ntree && user->node != ct->user->node) {
|
|
if (user->node->flag & NODE_ACTIVE_TEXTURE) {
|
|
ct->user = user;
|
|
ct->index = BLI_findindex(&ct->users, user);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void template_texture_select(bContext *C, void *user_p, void *UNUSED(arg))
|
|
{
|
|
/* callback when selecting a texture user in the menu */
|
|
SpaceButs *sbuts = CTX_wm_space_buts(C);
|
|
ButsContextTexture *ct = (sbuts) ? sbuts->texuser : NULL;
|
|
ButsTextureUser *user = (ButsTextureUser *)user_p;
|
|
PointerRNA texptr;
|
|
Tex *tex;
|
|
|
|
if (!ct)
|
|
return;
|
|
|
|
/* set user as active */
|
|
if (user->node) {
|
|
ED_node_set_active(CTX_data_main(C), user->ntree, user->node);
|
|
ct->texture = NULL;
|
|
}
|
|
else {
|
|
texptr = RNA_property_pointer_get(&user->ptr, user->prop);
|
|
tex = (RNA_struct_is_a(texptr.type, &RNA_Texture)) ? texptr.data : NULL;
|
|
|
|
ct->texture = tex;
|
|
|
|
if (user->ptr.type == &RNA_ParticleSettingsTextureSlot) {
|
|
/* stupid exception for particle systems which still uses influence
|
|
* from the old texture system, set the active texture slots as well */
|
|
ParticleSettings *part = user->ptr.id.data;
|
|
int a;
|
|
|
|
for (a = 0; a < MAX_MTEX; a++)
|
|
if (user->ptr.data == part->mtex[a])
|
|
part->texact = a;
|
|
}
|
|
|
|
if (sbuts && tex)
|
|
sbuts->preview = 1;
|
|
}
|
|
|
|
ct->user = user;
|
|
ct->index = user->index;
|
|
}
|
|
|
|
static void template_texture_user_menu(bContext *C, uiLayout *layout, void *UNUSED(arg))
|
|
{
|
|
/* callback when opening texture user selection menu, to create buttons. */
|
|
SpaceButs *sbuts = CTX_wm_space_buts(C);
|
|
ButsContextTexture *ct = sbuts->texuser;
|
|
ButsTextureUser *user;
|
|
uiBlock *block = uiLayoutGetBlock(layout);
|
|
const char *last_category = NULL;
|
|
|
|
for (user = ct->users.first; user; user = user->next) {
|
|
uiBut *but;
|
|
char name[UI_MAX_NAME_STR];
|
|
|
|
/* add label per category */
|
|
if (!last_category || !STREQ(last_category, user->category)) {
|
|
uiItemL(layout, IFACE_(user->category), ICON_NONE);
|
|
but = block->buttons.last;
|
|
but->drawflag = UI_BUT_TEXT_LEFT;
|
|
}
|
|
|
|
/* create button */
|
|
if (user->prop) {
|
|
PointerRNA texptr = RNA_property_pointer_get(&user->ptr, user->prop);
|
|
Tex *tex = texptr.data;
|
|
|
|
if (tex)
|
|
BLI_snprintf(name, UI_MAX_NAME_STR, " %s - %s", user->name, tex->id.name + 2);
|
|
else
|
|
BLI_snprintf(name, UI_MAX_NAME_STR, " %s", user->name);
|
|
}
|
|
else
|
|
BLI_snprintf(name, UI_MAX_NAME_STR, " %s", user->name);
|
|
|
|
but = uiDefIconTextBut(block, UI_BTYPE_BUT, 0, user->icon, name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y,
|
|
NULL, 0.0, 0.0, 0.0, 0.0, "");
|
|
UI_but_funcN_set(but, template_texture_select, MEM_dupallocN(user), NULL);
|
|
|
|
last_category = user->category;
|
|
}
|
|
}
|
|
|
|
void uiTemplateTextureUser(uiLayout *layout, bContext *C)
|
|
{
|
|
/* texture user selection dropdown menu. the available users have been
|
|
* gathered before drawing in ButsContextTexture, we merely need to
|
|
* display the current item. */
|
|
SpaceButs *sbuts = CTX_wm_space_buts(C);
|
|
ButsContextTexture *ct = (sbuts) ? sbuts->texuser : NULL;
|
|
uiBlock *block = uiLayoutGetBlock(layout);
|
|
uiBut *but;
|
|
ButsTextureUser *user;
|
|
char name[UI_MAX_NAME_STR];
|
|
|
|
if (!ct)
|
|
return;
|
|
|
|
/* get current user */
|
|
user = ct->user;
|
|
|
|
if (!user) {
|
|
uiItemL(layout, IFACE_("No textures in context"), ICON_NONE);
|
|
return;
|
|
}
|
|
|
|
/* create button */
|
|
BLI_strncpy(name, user->name, UI_MAX_NAME_STR);
|
|
|
|
if (user->icon) {
|
|
but = uiDefIconTextMenuBut(block, template_texture_user_menu, NULL,
|
|
user->icon, name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y, "");
|
|
}
|
|
else {
|
|
but = uiDefMenuBut(block, template_texture_user_menu, NULL,
|
|
name, 0, 0, UI_UNIT_X * 4, UI_UNIT_Y, "");
|
|
}
|
|
|
|
/* some cosmetic tweaks */
|
|
UI_but_type_set_menu_from_pulldown(but);
|
|
|
|
but->flag &= ~UI_BUT_ICON_SUBMENU;
|
|
}
|
|
|
|
/************************* Texture Show **************************/
|
|
|
|
static void template_texture_show(bContext *C, void *data_p, void *prop_p)
|
|
{
|
|
SpaceButs *sbuts = CTX_wm_space_buts(C);
|
|
ButsContextTexture *ct = (sbuts) ? sbuts->texuser : NULL;
|
|
ButsTextureUser *user;
|
|
|
|
if (!ct)
|
|
return;
|
|
|
|
for (user = ct->users.first; user; user = user->next)
|
|
if (user->ptr.data == data_p && user->prop == prop_p)
|
|
break;
|
|
|
|
if (user) {
|
|
/* select texture */
|
|
template_texture_select(C, user, NULL);
|
|
|
|
/* change context */
|
|
sbuts->mainb = BCONTEXT_TEXTURE;
|
|
sbuts->mainbuser = sbuts->mainb;
|
|
sbuts->preview = 1;
|
|
|
|
/* redraw editor */
|
|
ED_area_tag_redraw(CTX_wm_area(C));
|
|
}
|
|
}
|
|
|
|
void uiTemplateTextureShow(uiLayout *layout, bContext *C, PointerRNA *ptr, PropertyRNA *prop)
|
|
{
|
|
/* button to quickly show texture in texture tab */
|
|
SpaceButs *sbuts = CTX_wm_space_buts(C);
|
|
ButsContextTexture *ct = (sbuts) ? sbuts->texuser : NULL;
|
|
ButsTextureUser *user;
|
|
|
|
/* only show button in other tabs in properties editor */
|
|
if (!ct || sbuts->mainb == BCONTEXT_TEXTURE)
|
|
return;
|
|
|
|
/* find corresponding texture user */
|
|
for (user = ct->users.first; user; user = user->next)
|
|
if (user->ptr.data == ptr->data && user->prop == prop)
|
|
break;
|
|
|
|
/* draw button */
|
|
if (user) {
|
|
uiBlock *block = uiLayoutGetBlock(layout);
|
|
uiBut *but;
|
|
|
|
but = uiDefIconBut(block, UI_BTYPE_BUT, 0, ICON_BUTS, 0, 0, UI_UNIT_X, UI_UNIT_Y,
|
|
NULL, 0.0, 0.0, 0.0, 0.0, TIP_("Show texture in texture tab"));
|
|
UI_but_func_set(but, template_texture_show, user->ptr.data, user->prop);
|
|
}
|
|
}
|
|
|