that mode. This ensures proper initialization happens like creating the cursor or building an acceleration structure. It also means edit and particle mode are now saveable. Not sure yet if this is a good feature, though personally I like being able to load my exact state again after saving, but maybe entering edit mode is too slow in some cases? It's easy to make it work only for the sculpt/paint modes again if wanted. This fixes bug #21004 about a missing sculpt cursor on load.
159 lines
3.7 KiB
C
159 lines
3.7 KiB
C
/**
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* $Id$
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*
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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) 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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#include <stdlib.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_editVert.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "ED_armature.h"
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#include "ED_mesh.h"
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#include "ED_object.h"
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#include "ED_sculpt.h"
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#include "ED_util.h"
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#include "UI_interface.h"
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/* ********* general editor util funcs, not BKE stuff please! ********* */
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void ED_editors_init(bContext *C)
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{
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Main *bmain= CTX_data_main(C);
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Scene *sce= CTX_data_scene(C);
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Object *ob, *obact= (sce && sce->basact)? sce->basact->object: NULL;
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/* toggle on modes for objects that were saved with these enabled. for
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e.g. linked objects we have to ensure that they are actually the
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active object in this scene. */
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for(ob=bmain->object.first; ob; ob=ob->id.next) {
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int mode= ob->mode;
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if(mode && (mode != OB_MODE_POSE)) {
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ob->mode= 0;
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if(ob == obact)
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ED_object_toggle_modes(C, mode);
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}
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}
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}
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/* frees all editmode stuff */
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void ED_editors_exit(bContext *C)
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{
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Scene *sce;
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/* frees all editmode undos */
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undo_editmode_clear();
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ED_undo_paint_free();
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for(sce=G.main->scene.first; sce; sce= sce->id.next) {
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if(sce->obedit) {
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Object *ob= sce->obedit;
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/* global in meshtools... */
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mesh_octree_table(NULL, NULL, NULL, 'e');
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mesh_mirrtopo_table(NULL, 'e');
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if(ob) {
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if(ob->type==OB_MESH) {
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Mesh *me= ob->data;
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if(me->edit_mesh) {
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free_editMesh(me->edit_mesh);
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MEM_freeN(me->edit_mesh);
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me->edit_mesh= NULL;
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}
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}
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else if(ob->type==OB_ARMATURE) {
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ED_armature_edit_free(ob);
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}
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else if(ob->type==OB_FONT) {
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// free_editText();
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}
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// else if(ob->type==OB_MBALL)
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// BLI_freelistN(&editelems);
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// free_editLatt();
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// free_posebuf(); // XXX this is still a global...
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}
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}
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else if(sce->basact && sce->basact->object) {
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Object *ob= sce->basact->object;
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/* if weight-painting is on, free mesh octree data */
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if(ob->mode & OB_MODE_WEIGHT_PAINT) {
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mesh_octree_table(NULL, NULL, NULL, 'e');
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mesh_mirrtopo_table(NULL, 'e');
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}
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}
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}
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}
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/* ***** XXX: functions are using old blender names, cleanup later ***** */
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/* now only used in 2d spaces, like time, ipo, nla, sima... */
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/* XXX shift/ctrl not configurable */
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void apply_keyb_grid(int shift, int ctrl, float *val, float fac1, float fac2, float fac3, int invert)
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{
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/* fac1 is for 'nothing', fac2 for CTRL, fac3 for SHIFT */
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if(invert)
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ctrl= !ctrl;
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if(ctrl && shift) {
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if(fac3!= 0.0) *val= fac3*floor(*val/fac3 +.5);
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}
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else if(ctrl) {
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if(fac2!= 0.0) *val= fac2*floor(*val/fac2 +.5);
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}
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else {
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if(fac1!= 0.0) *val= fac1*floor(*val/fac1 +.5);
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}
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}
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int GetButStringLength(char *str)
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{
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int rt;
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rt= UI_GetStringWidth(str);
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return rt + 15;
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}
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