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authorCampbell Barton <ideasman42@gmail.com>2018-06-19 17:41:18 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-06-19 17:43:01 +0300
commit750a78be9cfa71713bac5b73f9a61c40deeb994c (patch)
treeaefaf46f8869e949f5a8098b9c0625baed0082c5 /source/blender/editors/space_view3d/view3d_view.c
parent0116c95d4c9114bc9eae03401c0471fba265cd46 (diff)
3D View: improve selection locking
Locked selection would still occlude with objects which could not be selected.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_view.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c31
1 files changed, 29 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 73b9a67ac56..abb8c688e05 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -896,6 +896,13 @@ static bool drw_select_loop_pass(eDRWSelectStage stage, void *user_data)
}
#endif /* WITH_OPENGL_LEGACY */
+/** Implement #VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK. */
+static bool drw_select_filter_object_mode_lock(Object *ob, void *user_data)
+{
+ const Object *obact = user_data;
+ return BKE_object_is_mode_compat(ob, obact->mode);
+}
+
/**
* \warning be sure to account for a negative return value
* This is an error, "Too many objects in select buffer"
@@ -905,7 +912,7 @@ static bool drw_select_loop_pass(eDRWSelectStage stage, void *user_data)
*/
int view3d_opengl_select(
ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input,
- eV3DSelectMode select_mode)
+ eV3DSelectMode select_mode, eV3DSelectObjectFilter select_filter)
{
struct bThemeState theme_state;
Depsgraph *depsgraph = vc->depsgraph;
@@ -953,6 +960,25 @@ int view3d_opengl_select(
}
}
+ struct {
+ DRW_ObjectFilterFn fn;
+ void *user_data;
+ } object_filter = {NULL, NULL};
+ switch (select_filter) {
+ case VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK:
+ {
+ Object *obact = OBACT(vc->view_layer);
+ if (obact && obact->mode != OB_MODE_OBJECT) {
+ object_filter.fn = drw_select_filter_object_mode_lock;
+ object_filter.user_data = obact;
+ }
+ break;
+ }
+ case VIEW3D_SELECT_FILTER_NOP:
+ break;
+
+ }
+
/* Tools may request depth outside of regular drawing code. */
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
@@ -1014,7 +1040,8 @@ int view3d_opengl_select(
DRW_draw_select_loop(
depsgraph, ar, v3d,
use_obedit_skip, use_nearest, &rect,
- drw_select_loop_pass, &drw_select_loop_user_data);
+ drw_select_loop_pass, &drw_select_loop_user_data,
+ object_filter.fn, object_filter.user_data);
hits = drw_select_loop_user_data.hits;
}
#endif /* WITH_OPENGL_LEGACY */