/* * ***** 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 ***** */ /** \file blender/editors/space_view3d/view3d_header.c * \ingroup spview3d */ #include #include #include #include "DNA_scene_types.h" #include "DNA_object_types.h" #include "DNA_mesh_types.h" #include "MEM_guardedalloc.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BLF_translation.h" #include "BKE_context.h" #include "BKE_depsgraph.h" #include "BKE_effect.h" #include "BKE_main.h" #include "BKE_mesh.h" #include "BKE_modifier.h" #include "BKE_paint.h" #include "BKE_screen.h" #include "BKE_tessmesh.h" #include "RNA_access.h" #include "RNA_define.h" #include "RNA_enum_types.h" #include "WM_api.h" #include "WM_types.h" #include "ED_mesh.h" #include "ED_util.h" #include "ED_screen.h" #include "ED_transform.h" #include "ED_types.h" #include "UI_interface.h" #include "UI_resources.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. */ /* end XXX ************* */ static void do_view3d_header_buttons(bContext *C, void *arg, int event); #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_MAN_MODE 120 /* 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->layact = v3d->layact; scene->camera = v3d->camera; /* not through notifier, listener don't have context * and non-open screens or spaces need to be updated too */ BKE_screen_view3d_main_sync(&bmain->screen, scene); /* notifiers for scene update */ WM_event_add_notifier(C, NC_SCENE | ND_LAYER, scene); } } } /** * layer code is on three levels actually: * - here for operator * - uiTemplateLayers in interface/ code for buttons * - ED_view3d_scene_layer_set for RNA */ static void view3d_layers_editmode_ensure(Scene *scene, View3D *v3d) { /* sanity check - when in editmode disallow switching the editmode layer off since its confusing * an alternative would be to always draw the editmode object. */ if (scene->obedit && (scene->obedit->lay & v3d->lay) == 0) { int bit; for (bit = 0; bit < 32; bit++) { if (scene->obedit->lay & (1 << bit)) { v3d->lay |= 1 << bit; break; } } } } static int view3d_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 */ if (!v3d->layact) v3d->layact = 1; if (toggle && v3d->lay == ((1 << 20) - 1)) { /* return to active layer only */ v3d->lay = v3d->layact; view3d_layers_editmode_ensure(scene, v3d); } else { v3d->lay |= (1 << 20) - 1; } } else { int bit; nr--; if (RNA_boolean_get(op->ptr, "extend")) { if (toggle && v3d->lay & (1 << nr) && (v3d->lay & ~(1 << nr))) v3d->lay &= ~(1 << nr); else v3d->lay |= (1 << nr); } else { v3d->lay = (1 << nr); } view3d_layers_editmode_ensure(scene, v3d); /* set active layer, ensure to always have one */ if (v3d->lay & (1 << nr)) v3d->layact = 1 << nr; else if ((v3d->lay & v3d->layact) == 0) { for (bit = 0; bit < 32; bit++) { if (v3d->lay & (1 << bit)) { v3d->layact = 1 << bit; break; } } } } if (v3d->scenelock) handle_view3d_lock(C); DAG_on_visible_update(CTX_data_main(C), FALSE); 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 view3d_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", TRUE); else RNA_boolean_set(op->ptr, "extend", FALSE); if (event->alt) { int nr = RNA_int_get(op->ptr, "nr") + 10; RNA_int_set(op->ptr, "nr", nr); } view3d_layers_exec(C, op); return OPERATOR_FINISHED; } static int view3d_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 = view3d_layers_invoke; ot->exec = view3d_layers_exec; ot->poll = view3d_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 int modeselect_addmode(char *str, const char *title, int id, int icon) { static char formatstr[] = "|%s %%x%d %%i%d"; return sprintf(str, formatstr, IFACE_(title), id, icon); } static char *view3d_modeselect_pup(Scene *scene) { Object *ob = OBACT; static char string[512]; const char *title = IFACE_("Mode: %t"); char *str = string; BLI_strncpy(str, title, sizeof(string)); str += modeselect_addmode(str, N_("Object Mode"), OB_MODE_OBJECT, ICON_OBJECT_DATA); if (ob == NULL || ob->data == NULL) return string; if (ob->id.lib) return string; if (!((ID *)ob->data)->lib) { /* if active object is editable */ if (ob->type == OB_ARMATURE) { if (ob->mode & OB_MODE_POSE) str += modeselect_addmode(str, N_("Edit Mode"), OB_MODE_EDIT | OB_MODE_POSE, ICON_EDITMODE_HLT); else str += modeselect_addmode(str, N_("Edit Mode"), OB_MODE_EDIT, ICON_EDITMODE_HLT); } else if (OB_TYPE_SUPPORT_EDITMODE(ob->type)) { str += modeselect_addmode(str, N_("Edit Mode"), OB_MODE_EDIT, ICON_EDITMODE_HLT); } if (ob->type == OB_MESH) { str += modeselect_addmode(str, N_("Sculpt Mode"), OB_MODE_SCULPT, ICON_SCULPTMODE_HLT); str += modeselect_addmode(str, N_("Vertex Paint"), OB_MODE_VERTEX_PAINT, ICON_VPAINT_HLT); str += modeselect_addmode(str, N_("Texture Paint"), OB_MODE_TEXTURE_PAINT, ICON_TPAINT_HLT); str += modeselect_addmode(str, N_("Weight Paint"), OB_MODE_WEIGHT_PAINT, ICON_WPAINT_HLT); } } /* if active object is an armature */ if (ob->type == OB_ARMATURE) { str += modeselect_addmode(str, N_("Pose Mode"), OB_MODE_POSE, ICON_POSE_HLT); } if (ob->particlesystem.first || modifiers_findByType(ob, eModifierType_Cloth) || modifiers_findByType(ob, eModifierType_Softbody)) { str += modeselect_addmode(str, N_("Particle Mode"), OB_MODE_PARTICLE_EDIT, ICON_PARTICLEMODE); } (void)str; return (string); } static void do_view3d_header_buttons(bContext *C, void *UNUSED(arg), int event) { wmWindow *win = CTX_wm_window(C); ScrArea *sa = CTX_wm_area(C); View3D *v3d = sa->spacedata.first; const int ctrl = win->eventstate->ctrl, shift = win->eventstate->shift; PointerRNA props_ptr; /* watch it: if sa->win does not exist, check that when calling direct drawing routines */ switch (event) { 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 (EDBM_selectmode_toggle(C, SCE_SELECT_VERTEX, -1, shift, ctrl)) { ED_undo_push(C, "Selectmode Set: Vertex"); } break; case B_SEL_EDGE: if (EDBM_selectmode_toggle(C, SCE_SELECT_EDGE, -1, shift, ctrl)) { ED_undo_push(C, "Selectmode Set: Edge"); } break; case B_SEL_FACE: if (EDBM_selectmode_toggle(C, SCE_SELECT_FACE, -1, shift, ctrl)) { 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_MAN_MODE: ED_area_tag_redraw(sa); break; default: break; } } /* 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 uiTemplateEditModeSelection(uiLayout *layout, struct bContext *C) { Object *obedit = CTX_data_edit_object(C); uiBlock *block = uiLayoutGetBlock(layout); uiBlockSetHandleFunc(block, do_view3d_header_buttons, NULL); if (obedit && (obedit->type == OB_MESH)) { BMEditMesh *em = BMEdit_FromObject(obedit); uiLayout *row; row = uiLayoutRow(layout, TRUE); block = uiLayoutGetBlock(row); uiDefIconButBitS(block, TOG, SCE_SELECT_VERTEX, B_SEL_VERT, ICON_VERTEXSEL, 0, 0, UI_UNIT_X, UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0, TIP_("Vertex select - Shift-Click for multiple modes")); uiDefIconButBitS(block, TOG, SCE_SELECT_EDGE, B_SEL_EDGE, ICON_EDGESEL, 0, 0, UI_UNIT_X, UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0, TIP_("Edge select - Shift-Click for multiple modes, Ctrl-Click expands selection")); uiDefIconButBitS(block, TOG, SCE_SELECT_FACE, B_SEL_FACE, ICON_FACESEL, 0, 0, UI_UNIT_X, UI_UNIT_Y, &em->selectmode, 1.0, 0.0, 0, 0, TIP_("Face select - Shift-Click for multiple modes, Ctrl-Click expands selection")); } } 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; uiBut *but; uiLayout *row; const float dpi_fac = UI_DPI_FAC; int is_paint = 0; RNA_pointer_create(&screen->id, &RNA_SpaceView3D, 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; is_paint = ELEM4(ob->mode, OB_MODE_SCULPT, OB_MODE_VERTEX_PAINT, OB_MODE_WEIGHT_PAINT, OB_MODE_TEXTURE_PAINT); } else { v3d->modeselect = OB_MODE_OBJECT; } row = uiLayoutRow(layout, TRUE); uiDefIconTextButS(block, MENU, B_MODESELECT, object_mode_icon(v3d->modeselect), view3d_modeselect_pup(scene), 0, 0, 126 * dpi_fac, UI_UNIT_Y, &(v3d->modeselect), 0, 0, 0, 0, TIP_("Mode")); /* Draw type */ uiItemR(layout, &v3dptr, "viewport_shade", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); if (obedit == NULL && is_paint) { if (ob->mode & OB_MODE_WEIGHT_PAINT) { /* Only for Weight Paint. makes no sense in other paint modes. */ row = uiLayoutRow(layout, TRUE); uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); } /* Manipulators aren't used in paint modes */ if (!ELEM(ob->mode, OB_MODE_SCULPT, OB_MODE_PARTICLE_EDIT)) { /* masks aren't used for sculpt and particle painting */ PointerRNA meshptr; RNA_pointer_create(&ob->id, &RNA_Mesh, ob->data, &meshptr); if (ob->mode & (OB_MODE_TEXTURE_PAINT | OB_MODE_VERTEX_PAINT)) { uiItemR(layout, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); } else { row = uiLayoutRow(layout, TRUE); uiItemR(row, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); uiItemR(row, &meshptr, "use_paint_mask_vertex", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); } } } else { const char *str_menu; row = uiLayoutRow(layout, TRUE); uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); /* pose/object only however we want to allow in weight paint mode too * so don't be totally strict and just check not-editmode for now * XXX We never get here when we are in Weight Paint mode */ if (obedit == NULL) { uiItemR(row, &v3dptr, "use_pivot_point_align", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); } /* Transform widget / manipulators */ row = uiLayoutRow(layout, TRUE); uiItemR(row, &v3dptr, "show_manipulator", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); block = uiLayoutGetBlock(row); if (v3d->twflag & V3D_USE_MANIPULATOR) { but = uiDefIconButBitC(block, TOG, V3D_MANIP_TRANSLATE, B_MAN_TRANS, ICON_MAN_TRANS, 0, 0, UI_UNIT_X, UI_UNIT_Y, &v3d->twtype, 1.0, 0.0, 0, 0, TIP_("Translate manipulator - Shift-Click for multiple modes")); uiButClearFlag(but, UI_BUT_UNDO); /* skip undo on screen buttons */ but = uiDefIconButBitC(block, TOG, V3D_MANIP_ROTATE, B_MAN_ROT, ICON_MAN_ROT, 0, 0, UI_UNIT_X, UI_UNIT_Y, &v3d->twtype, 1.0, 0.0, 0, 0, TIP_("Rotate manipulator - Shift-Click for multiple modes")); uiButClearFlag(but, UI_BUT_UNDO); /* skip undo on screen buttons */ but = uiDefIconButBitC(block, TOG, V3D_MANIP_SCALE, B_MAN_SCALE, ICON_MAN_SCALE, 0, 0, UI_UNIT_X, UI_UNIT_Y, &v3d->twtype, 1.0, 0.0, 0, 0, TIP_("Scale manipulator - Shift-Click for multiple modes")); uiButClearFlag(but, UI_BUT_UNDO); /* skip undo on screen buttons */ } if (v3d->twmode > (BIF_countTransformOrientation(C) - 1) + V3D_MANIP_CUSTOM) { v3d->twmode = 0; } str_menu = BIF_menustringTransformOrientation(C, "Orientation"); but = uiDefButC(block, MENU, B_MAN_MODE, str_menu, 0, 0, 70 * dpi_fac, UI_UNIT_Y, &v3d->twmode, 0, 0, 0, 0, TIP_("Transform Orientation")); uiButClearFlag(but, UI_BUT_UNDO); /* skip undo on screen buttons */ MEM_freeN((void *)str_menu); } if (obedit == NULL && v3d->localvd == NULL) { unsigned int ob_lay = ob ? ob->lay : 0; /* Layers */ uiTemplateLayers(layout, v3d->scenelock ? &sceneptr : &v3dptr, "layers", &v3dptr, "layers_used", ob_lay); /* Scene lock */ uiItemR(layout, &v3dptr, "lock_camera_and_layers", UI_ITEM_R_ICON_ONLY, "", ICON_NONE); } uiTemplateEditModeSelection(layout, C); }