static int outliner_modifier_operation_exec(bContext *C, wmOperator *op) { SpaceOops *soops = CTX_wm_space_outliner(C); int scenelevel = 0, objectlevel = 0, idlevel = 0, datalevel = 0; eOutliner_PropModifierOps event; event = RNA_enum_get(op->ptr, "type"); set_operation_types(soops, &soops->tree, &scenelevel, &objectlevel, &idlevel, &datalevel); outliner_do_data_operation(soops, datalevel, event, &soops->tree, modifier_cb, C); if (event == OL_MODIFIER_OP_DELETE) { outliner_cleanup_tree(soops); } ED_undo_push(C, "Modifier operation"); return OPERATOR_FINISHED; }
static int outliner_object_operation_exec(bContext *C, wmOperator *op) { Main *bmain = CTX_data_main(C); Scene *scene = CTX_data_scene(C); SpaceOops *soops = CTX_wm_space_outliner(C); int event; const char *str = NULL; /* check for invalid states */ if (soops == NULL) return OPERATOR_CANCELLED; event = RNA_enum_get(op->ptr, "type"); if (event == OL_OP_SELECT) { Scene *sce = scene; // to be able to delete, scenes are set... outliner_do_object_operation(C, scene, soops, &soops->tree, object_select_cb); if (scene != sce) { ED_screen_set_scene(C, CTX_wm_screen(C), sce); } str = "Select Objects"; WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene); } else if (event == OL_OP_SELECT_HIERARCHY) { Scene *sce = scene; // to be able to delete, scenes are set... outliner_do_object_operation(C, scene, soops, &soops->tree, object_select_hierarchy_cb); if (scene != sce) { ED_screen_set_scene(C, CTX_wm_screen(C), sce); } str = "Select Object Hierarchy"; WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene); } else if (event == OL_OP_DESELECT) { outliner_do_object_operation(C, scene, soops, &soops->tree, object_deselect_cb); str = "Deselect Objects"; WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene); } else if (event == OL_OP_DELETE) { outliner_do_object_operation(C, scene, soops, &soops->tree, object_delete_cb); /* XXX: tree management normally happens from draw_outliner(), but when * you're clicking to fast on Delete object from context menu in * outliner several mouse events can be handled in one cycle without * handling notifiers/redraw which leads to deleting the same object twice. * cleanup tree here to prevent such cases. */ outliner_cleanup_tree(soops); DAG_relations_tag_update(bmain); str = "Delete Objects"; WM_event_add_notifier(C, NC_SCENE | ND_OB_ACTIVE, scene); } else if (event == OL_OP_LOCALIZED) { /* disabled, see above enum (ton) */ outliner_do_object_operation(C, scene, soops, &soops->tree, id_local_cb); str = "Localized Objects"; } else if (event == OL_OP_TOGVIS) { outliner_do_object_operation(C, scene, soops, &soops->tree, object_toggle_visibility_cb); str = "Toggle Visibility"; WM_event_add_notifier(C, NC_SCENE | ND_OB_VISIBLE, scene); } else if (event == OL_OP_TOGSEL) { outliner_do_object_operation(C, scene, soops, &soops->tree, object_toggle_selectability_cb); str = "Toggle Selectability"; WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene); } else if (event == OL_OP_TOGREN) { outliner_do_object_operation(C, scene, soops, &soops->tree, object_toggle_renderability_cb); str = "Toggle Renderability"; WM_event_add_notifier(C, NC_SCENE | ND_OB_RENDER, scene); } else if (event == OL_OP_RENAME) { outliner_do_object_operation(C, scene, soops, &soops->tree, item_rename_cb); str = "Rename Object"; } ED_undo_push(C, str); return OPERATOR_FINISHED; }