/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2004-2008 Blender Foundation. * All rights reserved. * * * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include #include "DNA_armature_types.h" #include "DNA_ID.h" #include "DNA_image_types.h" #include "DNA_meshdata_types.h" #include "DNA_mesh_types.h" #include "DNA_object_types.h" #include "DNA_space_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_texture_types.h" #include "DNA_userdef_types.h" /* U.smooth_viewtx */ #include "DNA_view3d_types.h" #include "DNA_windowmanager_types.h" #include "RNA_access.h" #include "MEM_guardedalloc.h" #include "BKE_action.h" #include "BKE_brush.h" #include "BKE_context.h" #include "BKE_curve.h" #include "BKE_depsgraph.h" #include "BKE_displist.h" #include "BKE_effect.h" #include "BKE_global.h" #include "BKE_image.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_mesh.h" #include "BKE_modifier.h" #include "BKE_paint.h" #include "BKE_particle.h" #include "BKE_screen.h" #include "BKE_utildefines.h" /* for VECCOPY */ #include "ED_armature.h" #include "ED_particle.h" #include "ED_object.h" #include "ED_mesh.h" #include "ED_util.h" #include "ED_screen.h" #include "ED_transform.h" #include "ED_types.h" #include "WM_api.h" #include "WM_types.h" #include "RNA_access.h" #include "RNA_define.h" #include "RNA_enum_types.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_editVert.h" #include "UI_interface.h" #include "UI_interface_icons.h" #include "UI_resources.h" #include "UI_view2d.h" #include "view3d_intern.h" /* View3d->modeselect * This is a bit of a dodgy hack to enable a 'mode' menu with icons+labels * rather than those buttons. * I know the implementation's not good - it's an experiment to see if this * approach would work well * * This can be cleaned when I make some new 'mode' icons. */ #define TEST_EDITMESH if(obedit==0) return; \ if( (v3d->lay & obedit->lay)==0 ) return; /* XXX port over */ extern void borderselect(); /* view3d handler codes */ #define VIEW3D_HANDLER_BACKGROUND 1 #define VIEW3D_HANDLER_PROPERTIES 2 #define VIEW3D_HANDLER_OBJECT 3 #define VIEW3D_HANDLER_PREVIEW 4 #define VIEW3D_HANDLER_MULTIRES 5 #define VIEW3D_HANDLER_TRANSFORM 6 #define VIEW3D_HANDLER_GREASEPENCIL 7 #define VIEW3D_HANDLER_BONESKETCH 8 /* end XXX ************* */ static void do_view3d_header_buttons(bContext *C, void *arg, int event); #define B_SCENELOCK 101 #define B_FULL 102 #define B_HOME 103 #define B_VIEWBUT 104 #define B_PERSP 105 #define B_MODESELECT 108 #define B_SEL_VERT 110 #define B_SEL_EDGE 111 #define B_SEL_FACE 112 #define B_MAN_TRANS 116 #define B_MAN_ROT 117 #define B_MAN_SCALE 118 #define B_NDOF 119 #define B_MAN_MODE 120 #define B_REDR 122 #define B_NOP 123 // XXX quickly ported across static void handle_view3d_lock(bContext *C) { Main *bmain= CTX_data_main(C); Scene *scene= CTX_data_scene(C); ScrArea *sa= CTX_wm_area(C); View3D *v3d= CTX_wm_view3d(C); if (v3d != NULL && sa != NULL) { if(v3d->localvd==NULL && v3d->scenelock && sa->spacetype==SPACE_VIEW3D) { /* copy to scene */ scene->lay= v3d->lay; scene->camera= v3d->camera; /* not through notifiery, listener don't have context and non-open screens or spaces need to be updated too */ ED_view3d_scene_layers_update(bmain, scene); /* notifiers for scene update */ WM_event_add_notifier(C, NC_SCENE|ND_LAYER, scene); } } } static int layers_exec(bContext *C, wmOperator *op) { Scene *scene= CTX_data_scene(C); ScrArea *sa= CTX_wm_area(C); View3D *v3d= sa->spacedata.first; int nr= RNA_int_get(op->ptr, "nr"); int toggle= RNA_boolean_get(op->ptr, "toggle"); if(nr < 0) return OPERATOR_CANCELLED; if(nr == 0) { /* all layers */ v3d->lay |= (1<<20)-1; if(!v3d->layact) v3d->layact= 1; } else { int bit; nr--; if(RNA_boolean_get(op->ptr, "extend")) { if(toggle && v3d->lay & (1<lay & ~(1<lay &= ~(1<lay |= (1<lay = (1<obedit && (scene->obedit->lay & v3d->lay)==0) { for(bit=0; bit<32; bit++) { if(scene->obedit->lay & (1<lay |= 1<lay & (1<layact= 1<lay & v3d->layact)==0) { for(bit=0; bit<32; bit++) { if(v3d->lay & (1<layact= 1<scenelock) handle_view3d_lock(C); /* new layers might need unflushed events events */ DAG_scene_update_flags(scene, v3d->lay); /* tags all that moves and flushes */ ED_area_tag_redraw(sa); return OPERATOR_FINISHED; } /* applies shift and alt, lazy coding or ok? :) */ /* the local per-keymap-entry keymap will solve it */ static int layers_invoke(bContext *C, wmOperator *op, wmEvent *event) { if(event->ctrl || event->oskey) return OPERATOR_PASS_THROUGH; if(event->shift) RNA_boolean_set(op->ptr, "extend", 1); if(event->alt) { int nr= RNA_int_get(op->ptr, "nr") + 10; RNA_int_set(op->ptr, "nr", nr); } layers_exec(C, op); return OPERATOR_FINISHED; } int layers_poll(bContext *C) { return (ED_operator_view3d_active(C) && CTX_wm_view3d(C)->localvd==NULL); } void VIEW3D_OT_layers(wmOperatorType *ot) { /* identifiers */ ot->name= "Layers"; ot->description= "Toggle layer(s) visibility"; ot->idname= "VIEW3D_OT_layers"; /* api callbacks */ ot->invoke= layers_invoke; ot->exec= layers_exec; ot->poll= layers_poll; /* flags */ ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO; RNA_def_int(ot->srna, "nr", 1, 0, 20, "Number", "The layer number to set, zero for all layers", 0, 20); RNA_def_boolean(ot->srna, "extend", 0, "Extend", "Add this layer to the current view layers"); RNA_def_boolean(ot->srna, "toggle", 1, "Toggle", "Toggle the layer"); } static char *view3d_modeselect_pup(Scene *scene) { Object *ob= OBACT; static char string[1024]; static char formatstr[] = "|%s %%x%d %%i%d"; char *str = string; str += sprintf(str, "Mode: %%t"); str += sprintf(str, formatstr, "Object Mode", OB_MODE_OBJECT, ICON_OBJECT_DATA); if(ob==NULL) return string; /* if active object is editable */ if ( ((ob->type == OB_MESH) || (ob->type == OB_CURVE) || (ob->type == OB_SURF) || (ob->type == OB_FONT) || (ob->type == OB_MBALL) || (ob->type == OB_LATTICE))) { str += sprintf(str, formatstr, "Edit Mode", OB_MODE_EDIT, ICON_EDITMODE_HLT); } else if (ob->type == OB_ARMATURE) { if (ob->mode & OB_MODE_POSE) str += sprintf(str, formatstr, "Edit Mode", OB_MODE_EDIT|OB_MODE_POSE, ICON_EDITMODE_HLT); else str += sprintf(str, formatstr, "Edit Mode", OB_MODE_EDIT, ICON_EDITMODE_HLT); } if (ob->type == OB_MESH) { str += sprintf(str, formatstr, "Sculpt Mode", OB_MODE_SCULPT, ICON_SCULPTMODE_HLT); str += sprintf(str, formatstr, "Vertex Paint", OB_MODE_VERTEX_PAINT, ICON_VPAINT_HLT); str += sprintf(str, formatstr, "Texture Paint", OB_MODE_TEXTURE_PAINT, ICON_TPAINT_HLT); str += sprintf(str, formatstr, "Weight Paint", OB_MODE_WEIGHT_PAINT, ICON_WPAINT_HLT); } /* if active object is an armature */ if (ob->type==OB_ARMATURE) { str += sprintf(str, formatstr, "Pose Mode", OB_MODE_POSE, ICON_POSE_HLT); } if (ob->particlesystem.first || modifiers_findByType(ob, eModifierType_Cloth) || modifiers_findByType(ob, eModifierType_Softbody)) { str += sprintf(str, formatstr, "Particle Mode", OB_MODE_PARTICLE_EDIT, ICON_PARTICLEMODE); } return (string); } static void do_view3d_header_buttons(bContext *C, void *arg, int event) { wmWindow *win= CTX_wm_window(C); ToolSettings *ts= CTX_data_tool_settings(C); ScrArea *sa= CTX_wm_area(C); View3D *v3d= sa->spacedata.first; Object *obedit = CTX_data_edit_object(C); EditMesh *em= NULL; int ctrl= win->eventstate->ctrl, shift= win->eventstate->shift; PointerRNA props_ptr; if(obedit && obedit->type==OB_MESH) { em= BKE_mesh_get_editmesh((Mesh *)obedit->data); } /* watch it: if sa->win does not exist, check that when calling direct drawing routines */ switch(event) { case B_REDR: ED_area_tag_redraw(sa); break; case B_MODESELECT: WM_operator_properties_create(&props_ptr, "OBJECT_OT_mode_set"); RNA_enum_set(&props_ptr, "mode", v3d->modeselect); WM_operator_name_call(C, "OBJECT_OT_mode_set", WM_OP_EXEC_REGION_WIN, &props_ptr); WM_operator_properties_free(&props_ptr); break; case B_SEL_VERT: if(em) { if(shift==0 || em->selectmode==0) em->selectmode= SCE_SELECT_VERTEX; ts->selectmode= em->selectmode; EM_selectmode_set(em); WM_event_add_notifier(C, NC_GEOM|ND_SELECT, obedit->data); ED_undo_push(C, "Selectmode Set: Vertex"); } break; case B_SEL_EDGE: if(em) { if(shift==0 || em->selectmode==0){ if( (em->selectmode ^ SCE_SELECT_EDGE) == SCE_SELECT_VERTEX){ if(ctrl) EM_convertsel(em, SCE_SELECT_VERTEX,SCE_SELECT_EDGE); } em->selectmode = SCE_SELECT_EDGE; } ts->selectmode= em->selectmode; EM_selectmode_set(em); WM_event_add_notifier(C, NC_GEOM|ND_SELECT, obedit->data); ED_undo_push(C, "Selectmode Set: Edge"); } break; case B_SEL_FACE: if(em) { if( shift==0 || em->selectmode==0){ if( ((ts->selectmode ^ SCE_SELECT_FACE) == SCE_SELECT_VERTEX) || ((ts->selectmode ^ SCE_SELECT_FACE) == SCE_SELECT_EDGE)){ if(ctrl) EM_convertsel(em, (ts->selectmode ^ SCE_SELECT_FACE),SCE_SELECT_FACE); } em->selectmode = SCE_SELECT_FACE; } ts->selectmode= em->selectmode; EM_selectmode_set(em); WM_event_add_notifier(C, NC_GEOM|ND_SELECT, obedit->data); ED_undo_push(C, "Selectmode Set: Face"); } break; case B_MAN_TRANS: if( shift==0 || v3d->twtype==0) { v3d->twtype= V3D_MANIP_TRANSLATE; } ED_area_tag_redraw(sa); break; case B_MAN_ROT: if( shift==0 || v3d->twtype==0) { v3d->twtype= V3D_MANIP_ROTATE; } ED_area_tag_redraw(sa); break; case B_MAN_SCALE: if( shift==0 || v3d->twtype==0) { v3d->twtype= V3D_MANIP_SCALE; } ED_area_tag_redraw(sa); break; case B_NDOF: ED_area_tag_redraw(sa); break; case B_MAN_MODE: ED_area_tag_redraw(sa); break; default: break; } if(obedit && obedit->type==OB_MESH) BKE_mesh_end_editmesh(obedit->data, em); } /* Returns the icon associated with an object mode */ static int object_mode_icon(int mode) { EnumPropertyItem *item = object_mode_items; while(item->name != NULL) { if(item->value == mode) return item->icon; ++item; } return ICON_OBJECT_DATAMODE; } void uiTemplateHeader3D(uiLayout *layout, struct bContext *C) { bScreen *screen= CTX_wm_screen(C); ScrArea *sa= CTX_wm_area(C); View3D *v3d= sa->spacedata.first; Scene *scene= CTX_data_scene(C); ToolSettings *ts= CTX_data_tool_settings(C); PointerRNA v3dptr, toolsptr, sceneptr; Object *ob= OBACT; Object *obedit = CTX_data_edit_object(C); uiBlock *block; uiLayout *row; RNA_pointer_create(&screen->id, &RNA_Space3DView, v3d, &v3dptr); RNA_pointer_create(&scene->id, &RNA_ToolSettings, ts, &toolsptr); RNA_pointer_create(&scene->id, &RNA_Scene, scene, &sceneptr); block= uiLayoutGetBlock(layout); uiBlockSetHandleFunc(block, do_view3d_header_buttons, NULL); /* other buttons: */ uiBlockSetEmboss(block, UI_EMBOSS); /* mode */ if(ob) v3d->modeselect = ob->mode; else v3d->modeselect = OB_MODE_OBJECT; v3d->flag &= ~V3D_MODE; /* not sure what the v3d->flag is useful for now... modeselect is confusing */ if(obedit) v3d->flag |= V3D_EDITMODE; if(ob && (ob->mode & OB_MODE_POSE)) v3d->flag |= V3D_POSEMODE; if(ob && (ob->mode & OB_MODE_VERTEX_PAINT)) v3d->flag |= V3D_VERTEXPAINT; if(ob && (ob->mode & OB_MODE_WEIGHT_PAINT)) v3d->flag |= V3D_WEIGHTPAINT; if(ob && (ob->mode & OB_MODE_TEXTURE_PAINT)) v3d->flag |= V3D_TEXTUREPAINT; if(paint_facesel_test(ob)) v3d->flag |= V3D_FACESELECT; uiBlockBeginAlign(block); uiDefIconTextButS(block, MENU, B_MODESELECT, object_mode_icon(v3d->modeselect), view3d_modeselect_pup(scene) , 0,0,126,20, &(v3d->modeselect), 0, 0, 0, 0, "Mode"); uiBlockEndAlign(block); /* Draw type */ uiItemR(layout, "", 0, &v3dptr, "viewport_shading", UI_ITEM_R_ICON_ONLY); if (obedit==NULL && ((ob && ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT)))) { /* Manipulators aren't used in weight paint mode */ PointerRNA meshptr; RNA_pointer_create(&ob->id, &RNA_Mesh, ob->data, &meshptr); uiItemR(layout, "", 0, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY); } else { char *str_menu; row= uiLayoutRow(layout, 1); uiItemR(row, "", 0, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY); uiItemR(row, "", 0, &v3dptr, "pivot_point_align", UI_ITEM_R_ICON_ONLY); /* NDOF */ /* Not implemented yet if (G.ndofdevice ==0 ) { uiDefIconTextButC(block, ICONTEXTROW,B_NDOF, ICON_NDOF_TURN, ndof_pup(), 0,0,XIC+10,YIC, &(v3d->ndofmode), 0, 3.0, 0, 0, "Ndof mode"); uiDefIconButC(block, TOG, B_NDOF, ICON_NDOF_DOM, 0,0,XIC,YIC, &v3d->ndoffilter, 0, 1, 0, 0, "dominant axis"); } */ /* Transform widget / manipulators */ row= uiLayoutRow(layout, 1); uiItemR(row, "", 0, &v3dptr, "manipulator", UI_ITEM_R_ICON_ONLY); block= uiLayoutGetBlock(row); if(v3d->twflag & V3D_USE_MANIPULATOR) { uiDefIconButBitS(block, TOG, V3D_MANIP_TRANSLATE, B_MAN_TRANS, ICON_MAN_TRANS, 0,0,XIC,YIC, &v3d->twtype, 1.0, 0.0, 0, 0, "Translate manipulator mode"); uiDefIconButBitS(block, TOG, V3D_MANIP_ROTATE, B_MAN_ROT, ICON_MAN_ROT, 0,0,XIC,YIC, &v3d->twtype, 1.0, 0.0, 0, 0, "Rotate manipulator mode"); uiDefIconButBitS(block, TOG, V3D_MANIP_SCALE, B_MAN_SCALE, ICON_MAN_SCALE, 0,0,XIC,YIC, &v3d->twtype, 1.0, 0.0, 0, 0, "Scale manipulator mode"); } if (v3d->twmode > (BIF_countTransformOrientation(C) - 1) + V3D_MANIP_CUSTOM) { v3d->twmode = 0; } str_menu = BIF_menustringTransformOrientation(C, "Orientation"); uiDefButS(block, MENU, B_MAN_MODE, str_menu,0,0,70,YIC, &v3d->twmode, 0, 0, 0, 0, "Transform Orientation"); MEM_freeN(str_menu); } if(obedit==NULL && v3d->localvd==NULL) { int ob_lay = ob ? ob->lay : 0; /* Layers */ if (v3d->scenelock) uiTemplateLayers(layout, &sceneptr, "visible_layers", &v3dptr, "used_layers", ob_lay); else uiTemplateLayers(layout, &v3dptr, "visible_layers", &v3dptr, "used_layers", ob_lay); /* Scene lock */ uiItemR(layout, "", 0, &v3dptr, "lock_camera_and_layers", UI_ITEM_R_ICON_ONLY); } /* selection modus, dont use python for this since it cant do the toggle buttons with shift+click as well as clicking to set one. */ if(obedit && (obedit->type == OB_MESH)) { EditMesh *em= BKE_mesh_get_editmesh((Mesh *)obedit->data); row= uiLayoutRow(layout, 1); block= uiLayoutGetBlock(row); uiDefIconButBitS(block, TOG, SCE_SELECT_VERTEX, B_SEL_VERT, ICON_VERTEXSEL, 0,0,XIC,YIC, &em->selectmode, 1.0, 0.0, 0, 0, "Vertex select mode"); uiDefIconButBitS(block, TOG, SCE_SELECT_EDGE, B_SEL_EDGE, ICON_EDGESEL, 0,0,XIC,YIC, &em->selectmode, 1.0, 0.0, 0, 0, "Edge select mode"); uiDefIconButBitS(block, TOG, SCE_SELECT_FACE, B_SEL_FACE, ICON_FACESEL, 0,0,XIC,YIC, &em->selectmode, 1.0, 0.0, 0, 0, "Face select mode"); BKE_mesh_end_editmesh(obedit->data, em); } }