diff options
author | Campbell Barton <campbell@blender.org> | 2022-03-22 09:12:41 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-03-22 09:34:37 +0300 |
commit | 6d9de230df124732dba7774cc4c0c87836c06d46 (patch) | |
tree | 73dcce8d7ed0611d04e5e137f9acbe4b3e76583b /source/blender/editors/space_view3d/view3d_select.c | |
parent | fa96f7381c3dddefb43a75c845444ac4d5e8fb5a (diff) |
Cleanup: refactor 3D view selection picking to early exit for menus
Selecting that opens a menu is now returns early. Handling the menu
selection in-line made this function more difficult to follow.
Also split out selecting an object by it's center into it's own function.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_select.c | 199 |
1 files changed, 118 insertions, 81 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c index b51adb7cb5b..84890096102 100644 --- a/source/blender/editors/space_view3d/view3d_select.c +++ b/source/blender/editors/space_view3d/view3d_select.c @@ -1550,12 +1550,16 @@ void VIEW3D_OT_select_menu(wmOperatorType *ot) RNA_def_property_flag(prop, PROP_SKIP_SAVE); } -static Base *object_mouse_select_menu(bContext *C, - ViewContext *vc, - const GPUSelectResult *buffer, - const int hits, - const int mval[2], - const struct SelectPick_Params *params) +/** + * \return True when a menu was activated. + */ +static bool object_mouse_select_menu(bContext *C, + ViewContext *vc, + const GPUSelectResult *buffer, + const int hits, + const int mval[2], + const struct SelectPick_Params *params, + Base **r_basact) { int base_count = 0; bool ok; @@ -1596,13 +1600,16 @@ static Base *object_mouse_select_menu(bContext *C, } CTX_DATA_END; + *r_basact = NULL; + if (base_count == 0) { - return NULL; + return false; } if (base_count == 1) { Base *base = (Base *)linklist.list->link; BLI_linklist_free(linklist.list, NULL); - return base; + *r_basact = base; + return false; } /* UI, full in static array values that we later use in an enum function */ @@ -1631,7 +1638,7 @@ static Base *object_mouse_select_menu(bContext *C, WM_operator_properties_free(&ptr); BLI_linklist_free(linklist.list, NULL); - return NULL; + return true; } static int bone_select_menu_exec(bContext *C, wmOperator *op) @@ -1735,6 +1742,10 @@ void VIEW3D_OT_bone_select_menu(wmOperatorType *ot) prop = RNA_def_boolean(ot->srna, "toggle", 0, "Toggle", ""); RNA_def_property_flag(prop, PROP_SKIP_SAVE); } + +/** + * \return True when a menu was activated. + */ static bool bone_mouse_select_menu(bContext *C, const GPUSelectResult *buffer, const int hits, @@ -2189,6 +2200,49 @@ static Base *mouse_select_eval_buffer(ViewContext *vc, return basact; } +static Base *mouse_select_object_center(ViewContext *vc, Base *startbase, const int mval[2]) +{ + ARegion *region = vc->region; + ViewLayer *view_layer = vc->view_layer; + View3D *v3d = vc->v3d; + + Base *oldbasact = BASACT(view_layer); + + const float mval_fl[2] = {(float)mval[0], (float)mval[1]}; + float dist = ED_view3d_select_dist_px() * 1.3333f; + Base *basact = NULL; + + /* Put the active object at a disadvantage to cycle through other objects. */ + const float penalty_dist = 10.0f * UI_DPI_FAC; + Base *base = startbase; + while (base) { + if (BASE_SELECTABLE(v3d, base)) { + float screen_co[2]; + if (ED_view3d_project_float_global( + region, base->object->obmat[3], screen_co, V3D_PROJ_TEST_CLIP_DEFAULT) == + V3D_PROJ_RET_OK) { + float dist_test = len_manhattan_v2v2(mval_fl, screen_co); + if (base == oldbasact) { + dist_test += penalty_dist; + } + if (dist_test < dist) { + dist = dist_test; + basact = base; + } + } + } + base = base->next; + + if (base == NULL) { + base = FIRSTBASE(view_layer); + } + if (base == startbase) { + break; + } + } + return basact; +} + static Base *ed_view3d_give_base_under_cursor_ex(bContext *C, const int mval[2], int *r_material_slot) @@ -2377,17 +2431,14 @@ static bool ed_object_select_pick(bContext *C, /* Setup view context for argument to callbacks. */ ED_view3d_viewcontext_init(C, &vc, depsgraph); - const ARegion *region = CTX_wm_region(C); Scene *scene = CTX_data_scene(C); ViewLayer *view_layer = CTX_data_view_layer(C); View3D *v3d = CTX_wm_view3d(C); /* Don't set when the context has no active object (hidden), see: T60807. */ const Base *oldbasact = vc.obact ? BASACT(view_layer) : NULL; - Base *base, *startbase = NULL, *basact = NULL; + Base *startbase = NULL, *basact = NULL, *basact_override = NULL; const eObjectMode object_mode = oldbasact ? oldbasact->object->mode : OB_MODE_OBJECT; const bool is_obedit = (vc.obedit != NULL); - float dist = ED_view3d_select_dist_px() * 1.3333f; - const float mval_fl[2] = {(float)mval[0], (float)mval[1]}; /* Handle setting the new base active */ bool use_activate_selected_base = false; @@ -2410,87 +2461,73 @@ static bool ed_object_select_pick(bContext *C, startbase = oldbasact->next; } - /* This block uses the control key to make the object selected - * by its center point rather than its contents */ - - /* In edit-mode do not activate. */ - if (obcenter) { - - /* NOTE: shift+alt goes to group-flush-selecting. */ - if (enumerate) { - basact = object_mouse_select_menu(C, &vc, NULL, 0, mval, params); - } - else { - /* Put the active object at a disadvantage to cycle through other objects. */ - const float penalty_dist = 10.0f * U.dpi_fac; - base = startbase; - while (base) { - if (BASE_SELECTABLE(v3d, base)) { - float screen_co[2]; - if (ED_view3d_project_float_global( - region, base->object->obmat[3], screen_co, V3D_PROJ_TEST_CLIP_DEFAULT) == - V3D_PROJ_RET_OK) { - float dist_test = len_manhattan_v2v2(mval_fl, screen_co); - if (base == oldbasact) { - dist_test += penalty_dist; - } - if (dist_test < dist) { - dist = dist_test; - basact = base; - } - } - } - base = base->next; - - if (base == NULL) { - base = FIRSTBASE(view_layer); - } - if (base == startbase) { - break; - } - } - } - } - else { - GPUSelectResult buffer[MAXPICKELEMS]; - bool do_nearest; - - // TIMEIT_START(select_time); + GPUSelectResult buffer[MAXPICKELEMS]; + int hits = 0; + bool do_nearest = false; + bool has_bones = false; - /* if objects have pose-mode set, the bones are in the same selection buffer */ + if (obcenter == false) { + /* If objects have pose-mode set, the bones are in the same selection buffer. */ const eV3DSelectObjectFilter select_filter = ((object == false) ? ED_view3d_select_filter_from_mode(scene, vc.obact) : VIEW3D_SELECT_FILTER_NOP); - const int hits = mixed_bones_object_selectbuffer_extended( + hits = mixed_bones_object_selectbuffer_extended( &vc, buffer, ARRAY_SIZE(buffer), mval, select_filter, true, enumerate, &do_nearest); + has_bones = (object && hits > 0) ? false : selectbuffer_has_bones(buffer, hits); + } - // TIMEIT_END(select_time); - - const bool has_bones = (object && hits > 0) ? false : selectbuffer_has_bones(buffer, hits); - - if (hits > 0) { - /* NOTE: bundles are handling in the same way as bones. */ - - /* NOTE: shift+alt goes to group-flush-selecting. */ - if (enumerate) { + /* First handle menu selection, early exit when a menu was opened. + * Otherwise fall through to regular selection. */ + if (enumerate) { + bool has_menu = false; + if (obcenter) { + if (object_mouse_select_menu(C, &vc, NULL, 0, mval, params, &basact_override)) { + has_menu = true; + } + } + else { + if (hits != 0) { if (has_bones && bone_mouse_select_menu(C, buffer, hits, false, params)) { - handled = true; + has_menu = true; } - else { - basact = object_mouse_select_menu(C, &vc, buffer, hits, mval, params); + else if (object_mouse_select_menu(C, &vc, buffer, hits, mval, params, &basact_override)) { + has_menu = true; } } - else { - basact = mouse_select_eval_buffer( - &vc, buffer, hits, startbase, has_bones, do_nearest, NULL); - } } - if ((handled == false) && - (((hits > 0) && has_bones) || - /* Special case, even when there are no hits, pose logic may de-select all bones. */ - ((hits == 0) && is_pose_mode))) { + /* Let the menu handle any further actions. */ + if (has_menu) { + return false; + } + } + + /* This block uses the control key to make the object selected + * by its center point rather than its contents */ + + /* In edit-mode do not activate. */ + if (obcenter) { + if (basact_override) { + basact = basact_override; + } + else { + basact = mouse_select_object_center(&vc, startbase, mval); + } + } + else { + if (basact_override) { + basact = basact_override; + } + else { + basact = (hits > 0) ? mouse_select_eval_buffer( + &vc, buffer, hits, startbase, has_bones, do_nearest, NULL) : + NULL; + } + + if (((hits > 0) && has_bones) || + /* Special case, even when there are no hits, pose logic may de-select all bones. */ + ((hits == 0) && is_pose_mode)) { if (basact && (has_bones && (basact->object->type == OB_CAMERA))) { MovieClip *clip = BKE_object_movieclip_get(scene, basact->object, false); |