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blender-archive/source/blender/editors/space_view3d/space_view3d.c
Brecht Van Lommel ebd2b1212d 2.5: Particle Edit, work in progress commit.
* Still incomplete and some operators don't work, refresh issues, etc.
* Made Hide/Reveal operators consistent for various modes.
2009-02-20 20:39:27 +00:00

788 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) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <string.h>
#include <stdio.h>
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_rand.h"
#include "BKE_action.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h"
#include "ED_armature.h"
#include "ED_space_api.h"
#include "ED_screen.h"
#include "BIF_gl.h"
#include "WM_api.h"
#include "WM_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "view3d_intern.h" // own include
/* ******************** manage regions ********************* */
ARegion *view3d_has_buttons_region(ScrArea *sa)
{
ARegion *ar, *arnew;
for(ar= sa->regionbase.first; ar; ar= ar->next)
if(ar->regiontype==RGN_TYPE_UI)
return ar;
/* add subdiv level; after header */
for(ar= sa->regionbase.first; ar; ar= ar->next)
if(ar->regiontype==RGN_TYPE_HEADER)
break;
/* is error! */
if(ar==NULL) return NULL;
arnew= MEM_callocN(sizeof(ARegion), "buttons for view3d");
BLI_insertlinkafter(&sa->regionbase, ar, arnew);
arnew->regiontype= RGN_TYPE_UI;
arnew->alignment= RGN_ALIGN_LEFT;
arnew->flag = RGN_FLAG_HIDDEN;
return arnew;
}
/* ******************** default callbacks for view3d space ***************** */
static SpaceLink *view3d_new(const bContext *C)
{
Scene *scene= CTX_data_scene(C);
ARegion *ar;
View3D *v3d;
RegionView3D *rv3d;
v3d= MEM_callocN(sizeof(View3D), "initview3d");
v3d->spacetype= SPACE_VIEW3D;
v3d->blockscale= 0.7f;
v3d->lay= v3d->layact= 1;
if(scene) {
v3d->lay= v3d->layact= scene->lay;
v3d->camera= scene->camera;
}
v3d->scenelock= 1;
v3d->grid= 1.0f;
v3d->gridlines= 16;
v3d->gridsubdiv = 10;
v3d->drawtype= OB_WIRE;
v3d->gridflag |= V3D_SHOW_X;
v3d->gridflag |= V3D_SHOW_Y;
v3d->gridflag |= V3D_SHOW_FLOOR;
v3d->gridflag &= ~V3D_SHOW_Z;
v3d->lens= 35.0f;
v3d->near= 0.01f;
v3d->far= 500.0f;
/* header */
ar= MEM_callocN(sizeof(ARegion), "header for view3d");
BLI_addtail(&v3d->regionbase, ar);
ar->regiontype= RGN_TYPE_HEADER;
ar->alignment= RGN_ALIGN_BOTTOM;
/* buttons/list view */
ar= MEM_callocN(sizeof(ARegion), "buttons for view3d");
BLI_addtail(&v3d->regionbase, ar);
ar->regiontype= RGN_TYPE_UI;
ar->alignment= RGN_ALIGN_LEFT;
ar->flag = RGN_FLAG_HIDDEN;
/* main area */
ar= MEM_callocN(sizeof(ARegion), "main area for view3d");
BLI_addtail(&v3d->regionbase, ar);
ar->regiontype= RGN_TYPE_WINDOW;
ar->regiondata= MEM_callocN(sizeof(RegionView3D), "region view3d");
rv3d= ar->regiondata;
rv3d->viewquat[0]= 1.0f;
rv3d->persp= 1;
rv3d->view= 7;
rv3d->dist= 10.0;
Mat4One(rv3d->twmat);
return (SpaceLink *)v3d;
}
/* not spacelink itself */
static void view3d_free(SpaceLink *sl)
{
View3D *vd= (View3D *) sl;
if(vd->bgpic) {
if(vd->bgpic->ima) vd->bgpic->ima->id.us--;
MEM_freeN(vd->bgpic);
}
if(vd->localvd) MEM_freeN(vd->localvd);
if(vd->properties_storage) MEM_freeN(vd->properties_storage);
}
/* spacetype; init callback */
static void view3d_init(struct wmWindowManager *wm, ScrArea *sa)
{
}
static SpaceLink *view3d_duplicate(SpaceLink *sl)
{
View3D *v3do= (View3D *)sl;
View3D *v3dn= MEM_dupallocN(sl);
/* clear or remove stuff from old */
// XXX BIF_view3d_previewrender_free(v3do);
if(v3do->localvd) {
v3do->localvd= NULL;
v3do->properties_storage= NULL;
v3do->localview= 0;
v3do->lay= v3dn->localvd->lay;
v3do->lay &= 0xFFFFFF;
}
/* copy or clear inside new stuff */
if(v3dn->bgpic) {
v3dn->bgpic= MEM_dupallocN(v3dn->bgpic);
if(v3dn->bgpic->ima) v3dn->bgpic->ima->id.us++;
}
v3dn->properties_storage= NULL;
return (SpaceLink *)v3dn;
}
static void view3d_modal_keymaps(wmWindowManager *wm, ARegion *ar, int stype)
{
RegionView3D *rv3d= ar->regiondata;
ListBase *keymap;
/* copy last mode, then we can re-init the region maps */
rv3d->lastmode= stype;
keymap= WM_keymap_listbase(wm, "Object Mode", 0, 0);
if(ELEM(stype, 0, NS_MODE_OBJECT))
WM_event_add_keymap_handler(&ar->handlers, keymap);
else
WM_event_remove_keymap_handler(&ar->handlers, keymap);
keymap= WM_keymap_listbase(wm, "EditMesh", 0, 0);
if(stype==NS_EDITMODE_MESH)
WM_event_add_keymap_handler(&ar->handlers, keymap);
else
WM_event_remove_keymap_handler(&ar->handlers, keymap);
keymap= WM_keymap_listbase(wm, "Curve", 0, 0);
if(stype==NS_EDITMODE_CURVE)
WM_event_add_keymap_handler(&ar->handlers, keymap);
else
WM_event_remove_keymap_handler(&ar->handlers, keymap);
keymap= WM_keymap_listbase(wm, "Armature", 0, 0);
if(stype==NS_EDITMODE_ARMATURE)
WM_event_add_keymap_handler(&ar->handlers, keymap);
else
WM_event_remove_keymap_handler(&ar->handlers, keymap);
keymap= WM_keymap_listbase(wm, "Particle", 0, 0);
if(stype==NS_MODE_PARTICLE)
WM_event_add_keymap_handler(&ar->handlers, keymap);
else
WM_event_remove_keymap_handler(&ar->handlers, keymap);
/* editfont keymap swallows all... */
keymap= WM_keymap_listbase(wm, "Font", 0, 0);
if(stype==NS_EDITMODE_TEXT)
WM_event_add_keymap_handler_priority(&ar->handlers, keymap, 10);
else
WM_event_remove_keymap_handler(&ar->handlers, keymap);
}
/* add handlers, stuff you only do once or on area/region changes */
static void view3d_main_area_init(wmWindowManager *wm, ARegion *ar)
{
RegionView3D *rv3d= ar->regiondata;
ListBase *keymap;
/* own keymap */
keymap= WM_keymap_listbase(wm, "View3D Generic", SPACE_VIEW3D, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
keymap= WM_keymap_listbase(wm, "View3D", SPACE_VIEW3D, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
/* object ops. */
keymap= WM_keymap_listbase(wm, "Object Non-modal", 0, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
/* pose is not modal, operator poll checks for this */
keymap= WM_keymap_listbase(wm, "Pose", 0, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
/* modal ops keymaps */
view3d_modal_keymaps(wm, ar, rv3d->lastmode);
/* operator poll checks for modes */
keymap= WM_keymap_listbase(wm, "ImagePaint", 0, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
}
/* type callback, not region itself */
static void view3d_main_area_free(ARegion *ar)
{
RegionView3D *rv3d= ar->regiondata;
if(rv3d) {
if(rv3d->localvd) MEM_freeN(rv3d->localvd);
if(rv3d->clipbb) MEM_freeN(rv3d->clipbb);
// XXX retopo_free_view_data(rv3d);
if(rv3d->ri) {
// XXX BIF_view3d_previewrender_free(rv3d);
}
if(rv3d->depths) {
if(rv3d->depths->depths) MEM_freeN(rv3d->depths->depths);
MEM_freeN(rv3d->depths);
}
MEM_freeN(rv3d);
ar->regiondata= NULL;
}
}
/* copy regiondata */
static void *view3d_main_area_duplicate(void *poin)
{
if(poin) {
RegionView3D *rv3d= poin, *new;
new= MEM_dupallocN(rv3d);
if(rv3d->localvd)
new->localvd= MEM_dupallocN(rv3d->localvd);
if(rv3d->clipbb)
new->clipbb= MEM_dupallocN(rv3d->clipbb);
new->depths= NULL;
new->retopo_view_data= NULL;
new->ri= NULL;
new->gpd= NULL;
new->sms= NULL;
new->smooth_timer= NULL;
return new;
}
return NULL;
}
static void view3d_main_area_listener(ARegion *ar, wmNotifier *wmn)
{
/* context changes */
switch(wmn->category) {
case NC_SCENE:
switch(wmn->data) {
case ND_TRANSFORM:
case ND_FRAME:
case ND_OB_ACTIVE:
case ND_OB_SELECT:
ED_region_tag_redraw(ar);
break;
case ND_MODE:
view3d_modal_keymaps(wmn->wm, ar, wmn->subtype);
ED_region_tag_redraw(ar);
break;
}
break;
case NC_OBJECT:
switch(wmn->data) {
case ND_BONE_ACTIVE:
case ND_BONE_SELECT:
case ND_TRANSFORM:
case ND_GEOM_SELECT:
case ND_GEOM_DATA:
case ND_DRAW:
case ND_MODIFIER:
case ND_KEYS:
ED_region_tag_redraw(ar);
break;
}
case NC_GROUP:
/* all group ops for now */
ED_region_tag_redraw(ar);
break;
case NC_MATERIAL:
switch(wmn->data) {
case ND_SHADING_DRAW:
ED_region_tag_redraw(ar);
break;
}
case NC_LAMP:
switch(wmn->data) {
case ND_LIGHTING_DRAW:
ED_region_tag_redraw(ar);
break;
}
case NC_IMAGE:
/* this could be more fine grained checks if we had
* more context than just the region */
ED_region_tag_redraw(ar);
break;
}
}
/* concept is to retrieve cursor type context-less */
static void view3d_main_area_cursor(wmWindow *win, ScrArea *sa, ARegion *ar)
{
Scene *scene= win->screen->scene;
if(scene->obedit) {
WM_cursor_set(win, CURSOR_EDIT);
}
else {
WM_cursor_set(win, CURSOR_STD);
}
}
/* add handlers, stuff you only do once or on area/region changes */
static void view3d_header_area_init(wmWindowManager *wm, ARegion *ar)
{
ListBase *keymap= WM_keymap_listbase(wm, "View3D Generic", SPACE_VIEW3D, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_HEADER, ar->winx, ar->winy);
}
static void view3d_header_area_draw(const bContext *C, ARegion *ar)
{
float col[3];
/* clear */
if(ED_screen_area_active(C))
UI_GetThemeColor3fv(TH_HEADER, col);
else
UI_GetThemeColor3fv(TH_HEADERDESEL, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* set view2d view matrix for scrolling (without scrollers) */
UI_view2d_view_ortho(C, &ar->v2d);
view3d_header_buttons(C, ar);
/* restore view matrix? */
UI_view2d_view_restore(C);
}
static void view3d_header_area_listener(ARegion *ar, wmNotifier *wmn)
{
/* context changes */
switch(wmn->category) {
case NC_SCENE:
switch(wmn->data) {
case ND_FRAME:
case ND_OB_ACTIVE:
case ND_OB_SELECT:
case ND_MODE:
ED_region_tag_redraw(ar);
break;
}
break;
}
}
/* add handlers, stuff you only do once or on area/region changes */
static void view3d_buttons_area_init(wmWindowManager *wm, ARegion *ar)
{
ListBase *keymap;
keymap= WM_keymap_listbase(wm, "View2D Buttons List", 0, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
keymap= WM_keymap_listbase(wm, "View3D Generic", SPACE_VIEW3D, 0);
WM_event_add_keymap_handler(&ar->handlers, keymap);
UI_view2d_region_reinit(&ar->v2d, V2D_COMMONVIEW_LIST_UI, ar->winx, ar->winy);
}
static void view3d_buttons_area_draw(const bContext *C, ARegion *ar)
{
float col[3];
/* clear */
UI_GetThemeColor3fv(TH_HEADER, col);
glClearColor(col[0], col[1], col[2], 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* set view2d view matrix for scrolling (without scrollers) */
UI_view2d_view_ortho(C, &ar->v2d);
view3d_buttons_area_defbuts(C, ar);
/* restore view matrix? */
UI_view2d_view_restore(C);
}
static void view3d_buttons_area_listener(ARegion *ar, wmNotifier *wmn)
{
/* context changes */
switch(wmn->category) {
case NC_SCENE:
switch(wmn->data) {
case ND_FRAME:
case ND_OB_ACTIVE:
case ND_OB_SELECT:
case ND_MODE:
ED_region_tag_redraw(ar);
break;
}
break;
case NC_OBJECT:
switch(wmn->data) {
case ND_BONE_ACTIVE:
case ND_BONE_SELECT:
case ND_TRANSFORM:
case ND_GEOM_SELECT:
case ND_GEOM_DATA:
case ND_DRAW:
case ND_KEYS:
ED_region_tag_redraw(ar);
break;
}
}
}
/*
* Returns true if the Object is a from an external blend file (libdata)
*/
static int object_is_libdata(Object *ob)
{
if (!ob) return 0;
if (ob->proxy) return 0;
if (ob->id.lib) return 1;
return 0;
}
static int view3d_context(const bContext *C, bContextDataMember member, bContextDataResult *result)
{
View3D *v3d= CTX_wm_view3d(C);
Scene *scene= CTX_data_scene(C);
Base *base;
if(v3d==NULL) return 0;
if(ELEM(member, CTX_DATA_SELECTED_OBJECTS, CTX_DATA_SELECTED_BASES)) {
for(base=scene->base.first; base; base=base->next) {
if((base->flag & SELECT) && (base->lay & v3d->lay)) {
if((base->object->restrictflag & OB_RESTRICT_VIEW)==0) {
if(member == CTX_DATA_SELECTED_OBJECTS)
CTX_data_list_add(result, base->object);
else
CTX_data_list_add(result, base);
}
}
}
return 1;
}
else if(ELEM(member, CTX_DATA_SELECTED_EDITABLE_OBJECTS, CTX_DATA_SELECTED_EDITABLE_BASES)) {
for(base=scene->base.first; base; base=base->next) {
if((base->flag & SELECT) && (base->lay & v3d->lay)) {
if((base->object->restrictflag & OB_RESTRICT_VIEW)==0) {
if(0==object_is_libdata(base->object)) {
if(member == CTX_DATA_SELECTED_EDITABLE_OBJECTS)
CTX_data_list_add(result, base->object);
else
CTX_data_list_add(result, base);
}
}
}
}
return 1;
}
else if(ELEM(member, CTX_DATA_VISIBLE_OBJECTS, CTX_DATA_VISIBLE_BASES)) {
for(base=scene->base.first; base; base=base->next) {
if(base->lay & v3d->lay) {
if((base->object->restrictflag & OB_RESTRICT_VIEW)==0) {
if(member == CTX_DATA_VISIBLE_OBJECTS)
CTX_data_list_add(result, base->object);
else
CTX_data_list_add(result, base);
}
}
}
return 1;
}
else if(member == CTX_DATA_ACTIVE_BASE) {
if(scene->basact && (scene->basact->lay & v3d->lay))
if((scene->basact->object->restrictflag & OB_RESTRICT_VIEW)==0)
CTX_data_pointer_set(result, scene->basact);
return 1;
}
else if(member == CTX_DATA_ACTIVE_OBJECT) {
if(scene->basact && (scene->basact->lay & v3d->lay))
if((scene->basact->object->restrictflag & OB_RESTRICT_VIEW)==0)
CTX_data_pointer_set(result, scene->basact->object);
return 1;
}
else if(ELEM(member, CTX_DATA_VISIBLE_BONES, CTX_DATA_EDITABLE_BONES)) {
Object *obedit= scene->obedit; // XXX get from context?
bArmature *arm= (obedit) ? obedit->data : NULL;
EditBone *ebone, *flipbone=NULL;
if (arm && arm->edbo) {
/* Attention: X-Axis Mirroring is also handled here... */
for (ebone= arm->edbo->first; ebone; ebone= ebone->next) {
/* first and foremost, bone must be visible and selected */
if (EBONE_VISIBLE(arm, ebone)) {
/* Get 'x-axis mirror equivalent' bone if the X-Axis Mirroring option is enabled
* so that most users of this data don't need to explicitly check for it themselves.
*
* We need to make sure that these mirrored copies are not selected, otherwise some
* bones will be operated on twice.
*/
if (arm->flag & ARM_MIRROR_EDIT)
flipbone = ED_armature_bone_get_mirrored(arm->edbo, ebone);
/* if we're filtering for editable too, use the check for that instead, as it has selection check too */
if (member == CTX_DATA_EDITABLE_BONES) {
/* only selected + editable */
if (EBONE_EDITABLE(ebone)) {
CTX_data_list_add(result, ebone);
if ((flipbone) && !(flipbone->flag & BONE_SELECTED))
CTX_data_list_add(result, flipbone);
}
}
else {
/* only include bones if visible */
CTX_data_list_add(result, ebone);
if ((flipbone) && EBONE_VISIBLE(arm, flipbone)==0)
CTX_data_list_add(result, flipbone);
}
}
}
return 1;
}
}
else if(ELEM(member, CTX_DATA_SELECTED_BONES, CTX_DATA_SELECTED_EDITABLE_BONES)) {
Object *obedit= scene->obedit; // XXX get from context?
bArmature *arm= (obedit) ? obedit->data : NULL;
EditBone *ebone, *flipbone=NULL;
if (arm && arm->edbo) {
/* Attention: X-Axis Mirroring is also handled here... */
for (ebone= arm->edbo->first; ebone; ebone= ebone->next) {
/* first and foremost, bone must be visible and selected */
if (EBONE_VISIBLE(arm, ebone) && (ebone->flag & BONE_SELECTED)) {
/* Get 'x-axis mirror equivalent' bone if the X-Axis Mirroring option is enabled
* so that most users of this data don't need to explicitly check for it themselves.
*
* We need to make sure that these mirrored copies are not selected, otherwise some
* bones will be operated on twice.
*/
if (arm->flag & ARM_MIRROR_EDIT)
flipbone = ED_armature_bone_get_mirrored(arm->edbo, ebone);
/* if we're filtering for editable too, use the check for that instead, as it has selection check too */
if (member == CTX_DATA_SELECTED_EDITABLE_BONES) {
/* only selected + editable */
if (EBONE_EDITABLE(ebone)) {
CTX_data_list_add(result, ebone);
if ((flipbone) && !(flipbone->flag & BONE_SELECTED))
CTX_data_list_add(result, flipbone);
}
}
else {
/* only include bones if selected */
CTX_data_list_add(result, ebone);
if ((flipbone) && !(flipbone->flag & BONE_SELECTED))
CTX_data_list_add(result, flipbone);
}
}
}
return 1;
}
}
else if(member == CTX_DATA_VISIBLE_PCHANS) {
Object *obact= OBACT;
bArmature *arm= (obact) ? obact->data : NULL;
bPoseChannel *pchan;
if (obact && arm) {
for (pchan= obact->pose->chanbase.first; pchan; pchan= pchan->next) {
/* ensure that PoseChannel is on visible layer and is not hidden in PoseMode */
if ((pchan->bone) && (arm->layer & pchan->bone->layer) && !(pchan->bone->flag & BONE_HIDDEN_P)) {
CTX_data_list_add(result, pchan);
}
}
return 1;
}
}
else if(member == CTX_DATA_SELECTED_PCHANS) {
Object *obact= OBACT;
bArmature *arm= (obact) ? obact->data : NULL;
bPoseChannel *pchan;
if (obact && arm) {
for (pchan= obact->pose->chanbase.first; pchan; pchan= pchan->next) {
/* ensure that PoseChannel is on visible layer and is not hidden in PoseMode */
if ((pchan->bone) && (arm->layer & pchan->bone->layer) && !(pchan->bone->flag & BONE_HIDDEN_P)) {
if (pchan->bone->flag & (BONE_SELECTED|BONE_ACTIVE))
CTX_data_list_add(result, pchan);
}
}
return 1;
}
}
else if(member == CTX_DATA_ACTIVE_BONE) {
Object *obedit= scene->obedit; // XXX get from context?
bArmature *arm= (obedit) ? obedit->data : NULL;
EditBone *ebone;
if (arm && arm->edbo) {
for (ebone= arm->edbo->first; ebone; ebone= ebone->next) {
if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & BONE_ACTIVE) {
CTX_data_pointer_set(result, ebone);
return 1;
}
}
}
}
}
else if(member == CTX_DATA_ACTIVE_PCHAN) {
Object *obact= OBACT;
bPoseChannel *pchan;
pchan= get_active_posechannel(obact);
if (pchan) {
CTX_data_pointer_set(result, pchan);
return 1;
}
}
return 0;
}
/* only called once, from space/spacetypes.c */
void ED_spacetype_view3d(void)
{
SpaceType *st= MEM_callocN(sizeof(SpaceType), "spacetype view3d");
ARegionType *art;
st->spaceid= SPACE_VIEW3D;
st->new= view3d_new;
st->free= view3d_free;
st->init= view3d_init;
st->duplicate= view3d_duplicate;
st->operatortypes= view3d_operatortypes;
st->keymap= view3d_keymap;
st->context= view3d_context;
/* regions: main window */
art= MEM_callocN(sizeof(ARegionType), "spacetype view3d region");
art->regionid = RGN_TYPE_WINDOW;
art->keymapflag= ED_KEYMAP_FRAMES;
art->draw= view3d_main_area_draw;
art->init= view3d_main_area_init;
art->free= view3d_main_area_free;
art->duplicate= view3d_main_area_duplicate;
art->listener= view3d_main_area_listener;
art->cursor= view3d_main_area_cursor;
BLI_addhead(&st->regiontypes, art);
/* regions: listview/buttons */
art= MEM_callocN(sizeof(ARegionType), "spacetype view3d region");
art->regionid = RGN_TYPE_UI;
art->minsizex= 220; // XXX
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_FRAMES;
art->listener= view3d_buttons_area_listener;
art->init= view3d_buttons_area_init;
art->draw= view3d_buttons_area_draw;
BLI_addhead(&st->regiontypes, art);
/* regions: header */
art= MEM_callocN(sizeof(ARegionType), "spacetype view3d region");
art->regionid = RGN_TYPE_HEADER;
art->minsizey= HEADERY;
art->keymapflag= ED_KEYMAP_UI|ED_KEYMAP_VIEW2D|ED_KEYMAP_FRAMES;
art->listener= view3d_header_area_listener;
art->init= view3d_header_area_init;
art->draw= view3d_header_area_draw;
BLI_addhead(&st->regiontypes, art);
BKE_spacetype_register(st);
}