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authorJesse Yurkovich <jesse.y@gmail.com>2021-09-28 07:00:17 +0300
committerJesse Yurkovich <jesse.y@gmail.com>2021-09-28 07:00:17 +0300
commit986d60490c0694941e27c070780c55f07b7b4842 (patch)
tree136f75c5144e50498b329773dec14feb4155ce52 /source/blender/editors/space_view3d/space_view3d.c
parentc53ffda8a496989c4e523085ed5440e89b59001c (diff)
Asset Browser: Allow World assets to be drag/dropped onto the viewport
While World data has always been able to be marked as an asset, there was no way to actually use them from the asset browser. This change allows users to drag-drop world assets onto the Viewport and have them appended/linked to their scene. Differential Revision: https://developer.blender.org/D12566
Diffstat (limited to 'source/blender/editors/space_view3d/space_view3d.c')
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c20
1 files changed, 18 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 72d0c11e192..4bee9633ece 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -539,6 +539,11 @@ static char *view3d_mat_drop_tooltip(bContext *C,
return ED_object_ot_drop_named_material_tooltip(C, drop->ptr, event);
}
+static bool view3d_world_drop_poll(bContext *C, wmDrag *drag, const wmEvent *event)
+{
+ return view3d_drop_id_in_main_region_poll(C, drag, event, ID_WO);
+}
+
static bool view3d_object_data_drop_poll(bContext *C, wmDrag *drag, const wmEvent *event)
{
ID_Type id_type = view3d_drop_id_in_main_region_poll_get_id_type(C, drag, event);
@@ -732,6 +737,12 @@ static void view3d_dropboxes(void)
view3d_id_drop_copy_with_type,
WM_drag_free_imported_drag_ID,
view3d_object_data_drop_tooltip);
+ WM_dropbox_add(lb,
+ "VIEW3D_OT_drop_world",
+ view3d_world_drop_poll,
+ view3d_id_drop_copy,
+ WM_drag_free_imported_drag_ID,
+ NULL);
}
static void view3d_widgets(void)
@@ -1555,11 +1566,16 @@ static void space_view3d_listener(const wmSpaceTypeListenerParams *params)
switch (wmn->category) {
case NC_SCENE:
switch (wmn->data) {
- case ND_WORLD:
- if (v3d->flag2 & V3D_HIDE_OVERLAYS) {
+ case ND_WORLD: {
+ const bool use_scene_world = ((v3d->shading.type == OB_MATERIAL) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
+ ((v3d->shading.type == OB_RENDER) &&
+ (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER));
+ if (v3d->flag2 & V3D_HIDE_OVERLAYS || use_scene_world) {
ED_area_tag_redraw_regiontype(area, RGN_TYPE_WINDOW);
}
break;
+ }
}
break;
case NC_WORLD: