1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
|
/**
* $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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef ED_OUTLINER_INTERN_H
#define ED_OUTLINER_INTERN_H
/* internal exports only */
struct wmWindowManager;
struct wmOperatorType;
struct TreeStoreElem;
struct bContext;
struct Scene;
struct ARegion;
typedef struct TreeElement {
struct TreeElement *next, *prev, *parent;
ListBase subtree;
float xs, ys; // do selection
int store_index; // offset in tree store
short flag, index; // flag for non-saved stuff, index for data arrays
short idcode; // from TreeStore id
short xend; // width of item display, for select
char *name;
void *directdata; // Armature Bones, Base, Sequence, Strip...
} TreeElement;
/* TreeElement->flag */
#define TE_ACTIVE 1
#define TE_ICONROW 2
/* TreeStoreElem types */
#define TSE_NLA 1
#define TSE_NLA_ACTION 2
#define TSE_DEFGROUP_BASE 3
#define TSE_DEFGROUP 4
#define TSE_BONE 5
#define TSE_EBONE 6
#define TSE_CONSTRAINT_BASE 7
#define TSE_CONSTRAINT 8
#define TSE_MODIFIER_BASE 9
#define TSE_MODIFIER 10
#define TSE_LINKED_OB 11
#define TSE_SCRIPT_BASE 12
#define TSE_POSE_BASE 13
#define TSE_POSE_CHANNEL 14
#define TSE_PROXY 18
#define TSE_R_LAYER_BASE 19
#define TSE_R_LAYER 20
#define TSE_R_PASS 21
#define TSE_LINKED_MAT 22
/* NOTE, is used for light group */
#define TSE_LINKED_LAMP 23
#define TSE_POSEGRP_BASE 24
#define TSE_POSEGRP 25
#define TSE_SEQUENCE 26
#define TSE_SEQ_STRIP 27
#define TSE_SEQUENCE_DUP 28
#define TSE_LINKED_PSYS 29
/* outliner search flags */
#define OL_FIND 0
#define OL_FIND_CASE 1
#define OL_FIND_COMPLETE 2
#define OL_FIND_COMPLETE_CASE 3
/* button events */
#define OL_NAMEBUTTON 1
/* outliner_ops.c */
void outliner_operatortypes(void);
void outliner_keymap(struct wmWindowManager *wm);
/* outliner_header.c */
void outliner_header_buttons(const struct bContext *C, struct ARegion *ar);
/* outliner.c */
void outliner_operation_menu(struct Scene *scene, struct ARegion *ar, struct SpaceOops *soops);
void outliner_select(struct ARegion *ar, struct SpaceOops *so);
void draw_outliner(const struct bContext *C);
void OUTLINER_OT_activate_click(struct wmOperatorType *ot);
#if 0
extern void outliner_free_tree(struct ListBase *lb);
extern void outliner_mouse_event(Scene *scene, ARegion *ar, SpaceOops *soops, short event);
extern void outliner_toggle_visible(SpaceOops *soops);
extern void outliner_show_active(ARegion *ar, SpaceOops *soops);
extern void outliner_show_hierarchy(Scene *scene, SpaceOops *soops);
extern void outliner_one_level(SpaceOops *soops, int add);
extern void outliner_select(Scene *scene, SpaceOops *soops);
extern void outliner_toggle_selected(Scene *scene, SpaceOops *soops);
extern void outliner_toggle_visibility(Scene *scene, SpaceOops *soops);
extern void outliner_toggle_selectability(Scene *scene, SpaceOops *soops);
extern void outliner_toggle_renderability(Scene *scene, SpaceOops *soops);
extern void outliner_del(Scene *scene, SpaceOops *soops);
extern void outliner_page_up_down(Scene *scene, ARegion *ar, SpaceOops *soops, int up);
extern void outliner_find_panel(Scene *scene, ARegion *ar, SpaceOops *soops, int again, int flags);
#endif
#endif /* ED_OUTLINER_INTERN_H */
|