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authorTon Roosendaal <ton@blender.org>2005-07-23 22:52:31 +0400
committerTon Roosendaal <ton@blender.org>2005-07-23 22:52:31 +0400
commit948f27c0d888bbfe0f10c4350b4269166568b40d (patch)
tree2d582413b47bdddc8393c1815f8d7a1184bd4367 /source/blender/src/header_buttonswin.c
parent6e98a38ea2268fdd96acd6c280286001bca949f6 (diff)
Killed silly modal PoseMode mode! :)
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode for an Armature, you can just select another Object or Armature. - The old PoseMode options (transform, insert keys etc) are accessible with making the Armature Object 'active' (and have object in PoseMode). - At this moment no multiple Poses can be transformed/edited at the same time. - The old hotkey CTRL+TAB, and view3d header menu, still work to set an Object's PoseMode It was quite a lot recode, so tests & reports are welcome. Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using only the line between root and tip of the Bone.
Diffstat (limited to 'source/blender/src/header_buttonswin.c')
-rw-r--r--source/blender/src/header_buttonswin.c99
1 files changed, 0 insertions, 99 deletions
diff --git a/source/blender/src/header_buttonswin.c b/source/blender/src/header_buttonswin.c
index eaa9323b448..0aeedd64091 100644
--- a/source/blender/src/header_buttonswin.c
+++ b/source/blender/src/header_buttonswin.c
@@ -295,94 +295,6 @@ void buttons_active_id(ID **id, ID **idfrom)
}
}
-#if 0
-static void validate_bonebutton(void *bonev, void *data2_unused){
- Bone *bone= bonev;
- bArmature *arm;
-
- arm = get_armature(G.obpose);
- unique_bone_name(bone, arm);
-}
-
-
-static int bonename_exists(Bone *orig, char *name, ListBase *list)
-{
- Bone *curbone;
-
- for (curbone=list->first; curbone; curbone=curbone->next){
- /* Check this bone */
- if (orig!=curbone){
- if (!strcmp(curbone->name, name))
- return 1;
- }
-
- /* Check Children */
- if (bonename_exists(orig, name, &curbone->childbase))
- return 1;
- }
-
- return 0;
-
-}
-
-static void unique_bone_name (Bone *bone, bArmature *arm)
-{
- char tempname[64];
- char oldname[64];
- int number;
- char *dot;
-
- if (!arm)
- return;
-
- strcpy(oldname, bone->name);
-
- /* See if we even need to do this */
- if (!bonename_exists(bone, bone->name, &arm->bonebase))
- return;
-
- /* Strip off the suffix */
- dot=strchr(bone->name, '.');
- if (dot)
- *dot=0;
-
- for (number = 1; number <=999; number++){
- sprintf (tempname, "%s.%03d", bone->name, number);
-
- if (!bonename_exists(bone, tempname, &arm->bonebase)){
- strcpy (bone->name, tempname);
- return;
- }
- }
-}
-
-static uiBlock *sbuts_context_menu(void *arg_unused)
-{
- uiBlock *block;
- short yco = 0;
-
- block= uiNewBlock(&curarea->uiblocks, "context_options", UI_EMBOSSP, UI_HELV, curarea->headwin);
-
- /* should be branches from tree */
- uiDefIconTextButS(block, BUTM, B_REDR, ICON_SCENE_DEHLT, "Scene|F10", 0, yco-=22, 100, 20, &G.buts->mainb, 0.0, 0.0, 0, 0, "");
- uiDefIconTextButS(block, BUTM, B_REDR, ICON_EDIT, "Editing|F9", 0, yco-=22, 100, 20, &G.buts->mainb, 4.0, 0.0, 0, 0, "");
- uiDefIconTextButS(block, BUTM, B_REDR, ICON_OBJECT, "Object|F6", 0, yco-=22, 100, 20, &G.buts->mainb, 1.0, 0.0, 0, 0, "");
- uiDefIconTextButS(block, BUTM, B_REDR, ICON_MATERIAL_DEHLT, "Shading|F5", 0, yco-=22, 100, 20, &G.buts->mainb, 3.0, 0.0, 0, 0, "");
- uiDefIconTextButS(block, BUTM, B_REDR, ICON_GAME, "Logic|F4", 0, yco-=22, 100, 20, &G.buts->mainb, 6.0, 0.0, 0, 0, "");
- uiDefIconTextButS(block, BUTM, B_REDR, ICON_SCRIPT, "Script", 0, yco-=22, 100, 20, &G.buts->mainb, 5.0, 0.0, 0, 0, "");
-
- if(curarea->headertype==HEADERTOP) {
- uiBlockSetDirection(block, UI_DOWN);
- }
- else {
- uiBlockSetDirection(block, UI_TOP);
- uiBlockFlipOrder(block);
- }
-
- return block;
-}
-#endif
-
static void do_buts_view_shadingmenu(void *arg, int event)
{
G.buts->mainb = CONTEXT_SHADING;
@@ -686,15 +598,6 @@ void buts_buttons(void)
// uiDefIconBut(block, BUT, B_BUTSHOME, ICON_HOME, xco+=XIC,0,XIC,YIC, 0, 0, 0, 0, 0, "Zooms window to home view showing all items (HOMEKEY)");
// xco+=XIC;
- /* mainb menu*/
- /* (this could be done later with a dynamic tree and branches, also for python) */
- //{
- // char mainbname[8][12]= {" Scene", " Object", " Types", " Shading", " Editing", " Script", " Logic"};
- // char mainbicon[8]= {ICON_SCENE_DEHLT, ICON_OBJECT, ICON_BBOX, ICON_MATERIAL_DEHLT, ICON_EDIT, ICON_SCRIPT, ICON_GAME};
- // uiBut *but= uiDefIconTextBlockBut(block, sbuts_context_menu, NULL, mainbicon[G.buts->mainb], mainbname[G.buts->mainb], xco, 0, 90, YIC, "Set main context for button panels");
- // uiButClearFlag(but, UI_ICON_RIGHT); // this type has both flags set, and draws icon right.. uhh
- // xco+= 90-XIC+10;
- //}
uiBlockBeginAlign(block);
uiDefIconButS(block, ROW, B_REDR, ICON_GAME, xco, 0, XIC, YIC, &(G.buts->mainb), 0.0, (float)CONTEXT_LOGIC, 0, 0, "Logic (F4) ");
uiDefIconButS(block, ROW, B_REDR, ICON_SCRIPT, xco+=XIC, 0, XIC, YIC, &(G.buts->mainb), 0.0, (float)CONTEXT_SCRIPT, 0, 0, "Script ");
@@ -705,8 +608,6 @@ void buts_buttons(void)
xco+= XIC;
- // if(curarea->headertype==HEADERTOP) t_base= -3; else t_base= 4;
-
/* select the context to be drawn, per contex/tab the actual context is tested */
uiBlockSetEmboss(block, UI_EMBOSS); // normal
switch(G.buts->mainb) {