Beispiel #1
0
static void uiblock_layer_pass_arrow_buttons(uiLayout *layout, RenderResult *rr, ImageUser *iuser, short *render_slot)
{
	uiBlock *block = uiLayoutGetBlock(layout);
	uiLayout *row;
	uiBut *but;
	const float dpi_fac = UI_DPI_FAC;
	
	row = uiLayoutRow(layout, TRUE);

	if (rr == NULL || iuser == NULL)
		return;
	if (rr->layers.first == NULL) {
		uiItemL(row, IFACE_("No Layers in Render Result"), ICON_NONE);
		return;
	}

	/* decrease, increase arrows */
	but = uiDefIconBut(block, BUT, 0, ICON_TRIA_LEFT,   0, 0, 0.85f * UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, TIP_("Previous Layer"));
	uiButSetFunc(but, image_multi_declay_cb, rr, iuser);
	but = uiDefIconBut(block, BUT, 0, ICON_TRIA_RIGHT,  0, 0, 0.90f * UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, TIP_("Next Layer"));
	uiButSetFunc(but, image_multi_inclay_cb, rr, iuser);

	uiblock_layer_pass_buttons(row, rr, iuser, 230 * dpi_fac, render_slot);

	/* decrease, increase arrows */
	but = uiDefIconBut(block, BUT, 0, ICON_TRIA_LEFT,   0, 0, 0.85f * UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, TIP_("Previous Pass"));
	uiButSetFunc(but, image_multi_decpass_cb, rr, iuser);
	but = uiDefIconBut(block, BUT, 0, ICON_TRIA_RIGHT,  0, 0, 0.90f * UI_UNIT_X, UI_UNIT_Y, NULL, 0, 0, 0, 0, TIP_("Next Pass"));
	uiButSetFunc(but, image_multi_incpass_cb, rr, iuser);

	uiBlockEndAlign(block);
}
Beispiel #2
0
void uiTemplateImageLayers(uiLayout *layout, bContext *C, Image *ima, ImageUser *iuser)
{
	Scene *scene= CTX_data_scene(C);
	RenderResult *rr;

	/* render layers and passes */
	if(ima && iuser) {
		const float dpi_fac= UI_DPI_FAC;
		rr= BKE_image_acquire_renderresult(scene, ima);
		uiblock_layer_pass_buttons(layout, rr, iuser, 160 * dpi_fac, (ima->type==IMA_TYPE_R_RESULT)? &ima->render_slot: NULL);
		BKE_image_release_renderresult(scene, ima);
	}
}
Beispiel #3
0
void uiTemplateImageLayers(uiLayout *layout, bContext *C, Image *ima, ImageUser *iuser)
{
	Scene *scene = CTX_data_scene(C);
	Render *re;
	RenderResult *rr;

	/* render layers and passes */
	if (ima && iuser) {
		const float dpi_fac = UI_DPI_FAC;
		re = RE_GetRender(scene->id.name);
		rr = RE_AcquireResultRead(re);
		uiblock_layer_pass_buttons(layout, rr, iuser, 160 * dpi_fac, (ima->type == IMA_TYPE_R_RESULT) ? &ima->render_slot : NULL);
		RE_ReleaseResult(re);
	}
}