/* Init handling for space-conversion function (from passed-in parameters) */ void gp_point_conversion_init(bContext *C, GP_SpaceConversion *r_gsc) { ScrArea *sa = CTX_wm_area(C); ARegion *ar = CTX_wm_region(C); /* zero out the storage (just in case) */ memset(r_gsc, 0, sizeof(GP_SpaceConversion)); unit_m4(r_gsc->mat); /* store settings */ r_gsc->sa = sa; r_gsc->ar = ar; r_gsc->v2d = &ar->v2d; /* init region-specific stuff */ if (sa->spacetype == SPACE_VIEW3D) { wmWindow *win = CTX_wm_window(C); Scene *scene = CTX_data_scene(C); View3D *v3d = (View3D *)CTX_wm_space_data(C); RegionView3D *rv3d = ar->regiondata; /* init 3d depth buffers */ view3d_operator_needs_opengl(C); view3d_region_operator_needs_opengl(win, ar); ED_view3d_autodist_init(scene, ar, v3d, 0); /* for camera view set the subrect */ if (rv3d->persp == RV3D_CAMOB) { ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &r_gsc->subrect_data, true); /* no shift */ r_gsc->subrect = &r_gsc->subrect_data; } } }
/** * \brief get the ID from the screen. */ static void depthdropper_depth_sample_pt( bContext *C, DepthDropper *ddr, int mx, int my, float *r_depth) { /* we could use some clever */ bScreen *screen = CTX_wm_screen(C); ScrArea *sa = BKE_screen_find_area_xy(screen, SPACE_TYPE_ANY, mx, my); Scene *scene = CTX_data_scene(C); ScrArea *area_prev = CTX_wm_area(C); ARegion *ar_prev = CTX_wm_region(C); ddr->name[0] = '\0'; if (sa) { if (sa->spacetype == SPACE_VIEW3D) { ARegion *ar = BKE_area_find_region_xy(sa, RGN_TYPE_WINDOW, mx, my); if (ar) { struct Depsgraph *depsgraph = CTX_data_depsgraph(C); View3D *v3d = sa->spacedata.first; RegionView3D *rv3d = ar->regiondata; /* weak, we could pass in some reference point */ const float *view_co = v3d->camera ? v3d->camera->obmat[3] : rv3d->viewinv[3]; const int mval[2] = {mx - ar->winrct.xmin, my - ar->winrct.ymin}; float co[3]; CTX_wm_area_set(C, sa); CTX_wm_region_set(C, ar); /* grr, always draw else we leave stale text */ ED_region_tag_redraw(ar); view3d_operator_needs_opengl(C); if (ED_view3d_autodist(depsgraph, ar, v3d, mval, co, true, NULL)) { const float mval_center_fl[2] = {(float)ar->winx / 2, (float)ar->winy / 2}; float co_align[3]; /* quick way to get view-center aligned point */ ED_view3d_win_to_3d(v3d, ar, co, mval_center_fl, co_align); *r_depth = len_v3v3(view_co, co_align); bUnit_AsString2(ddr->name, sizeof(ddr->name), (double)*r_depth, 4, B_UNIT_LENGTH, &scene->unit, false); } else { BLI_strncpy(ddr->name, "Nothing under cursor", sizeof(ddr->name)); } } } } CTX_wm_area_set(C, area_prev); CTX_wm_region_set(C, ar_prev); }
static int paint_select_linked_pick_invoke(bContext *C, wmOperator *op, const wmEvent *event) { const bool select = !RNA_boolean_get(op->ptr, "deselect"); view3d_operator_needs_opengl(C); paintface_select_linked(C, CTX_data_active_object(C), event->mval, select); ED_region_tag_redraw(CTX_wm_region(C)); return OPERATOR_FINISHED; }
static void clip_planes_from_rect(bContext *C, float clip_planes[4][4], const rcti *rect) { ViewContext vc; BoundBox bb; bglMats mats = {{0}}; view3d_operator_needs_opengl(C); view3d_set_viewcontext(C, &vc); view3d_get_transformation(vc.ar, vc.rv3d, vc.obact, &mats); ED_view3d_calc_clipping(&bb, clip_planes, &mats, rect); mul_m4_fl(clip_planes, -1.0f); }
/* previously known as "selectconnected_posearmature" */ static int pose_select_connected_invoke(bContext *C, wmOperator *op, const wmEvent *event) { Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C)); bArmature *arm = (bArmature *)ob->data; Bone *bone, *curBone, *next = NULL; const bool extend = RNA_boolean_get(op->ptr, "extend"); view3d_operator_needs_opengl(C); if (extend) bone = get_nearest_bone(C, 0, event->mval[0], event->mval[1]); else bone = get_nearest_bone(C, 1, event->mval[0], event->mval[1]); if (!bone) return OPERATOR_CANCELLED; /* Select parents */ for (curBone = bone; curBone; curBone = next) { /* ignore bone if cannot be selected */ if ((curBone->flag & BONE_UNSELECTABLE) == 0) { if (extend) curBone->flag &= ~BONE_SELECTED; else curBone->flag |= BONE_SELECTED; if (curBone->flag & BONE_CONNECTED) next = curBone->parent; else next = NULL; } else next = NULL; } /* Select children */ for (curBone = bone->childbase.first; curBone; curBone = next) selectconnected_posebonechildren(ob, curBone, extend); /* updates */ WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob); if (arm->flag & ARM_HAS_VIZ_DEPS) { /* mask modifier ('armature' mode), etc. */ DAG_id_tag_update(&ob->id, OB_RECALC_DATA); } return OPERATOR_FINISHED; }
static int edcu_shortest_path_pick_invoke(bContext *C, wmOperator *op, const wmEvent *event) { Object *obedit = CTX_data_edit_object(C); Curve *cu = obedit->data; Nurb *nu_src = BKE_curve_nurb_active_get(cu); int vert_src = cu->actvert; ViewContext vc; Nurb *nu_dst; BezTriple *bezt_dst; BPoint *bp_dst; int vert_dst; void *vert_dst_p; if (vert_src == CU_ACT_NONE) { return OPERATOR_PASS_THROUGH; } view3d_operator_needs_opengl(C); view3d_set_viewcontext(C, &vc); if (!ED_curve_pick_vert(&vc, 1, event->mval, &nu_dst, &bezt_dst, &bp_dst, NULL)) { return OPERATOR_PASS_THROUGH; } if (nu_src != nu_dst) { BKE_report(op->reports, RPT_ERROR, "Control point belongs to another spline"); return OPERATOR_CANCELLED; } vert_dst_p = bezt_dst ? (void *)bezt_dst : (void *)bp_dst; vert_dst = BKE_curve_nurb_vert_index_get(nu_dst, vert_dst_p); if (vert_src == vert_dst) { return OPERATOR_CANCELLED; } if ((obedit->type == OB_SURF) && (nu_src->pntsv > 1)) { curve_select_shortest_path_surf(nu_src, vert_src, vert_dst); } else { curve_select_shortest_path_curve(nu_src, vert_src, vert_dst); } BKE_curve_nurb_vert_active_set(cu, nu_dst, vert_dst_p); WM_event_add_notifier(C, NC_GEOM | ND_SELECT, obedit->data); return OPERATOR_FINISHED; }
static int select_linked_pick_invoke(bContext *C, wmOperator *op, const wmEvent *event) { Object *obedit = CTX_data_edit_object(C); ViewContext vc; Nurb *nu; BezTriple *bezt; BPoint *bp; int a; const bool select = !RNA_boolean_get(op->ptr, "deselect"); view3d_operator_needs_opengl(C); view3d_set_viewcontext(C, &vc); if (!ED_curve_pick_vert(&vc, 1, event->mval, &nu, &bezt, &bp, NULL)) { return OPERATOR_CANCELLED; } if (bezt) { a = nu->pntsu; bezt = nu->bezt; while (a--) { select_beztriple(bezt, select, SELECT, VISIBLE); bezt++; } } else if (bp) { a = nu->pntsu * nu->pntsv; bp = nu->bp; while (a--) { select_bpoint(bp, select, SELECT, VISIBLE); bp++; } } WM_event_add_notifier(C, NC_GEOM | ND_SELECT, obedit->data); if (!select) { BKE_curve_nurb_vert_active_validate(obedit->data); } return OPERATOR_FINISHED; }
/* previously "selectconnected_armature" */ static int armature_select_linked_invoke(bContext *C, wmOperator *op, const wmEvent *event) { bArmature *arm; EditBone *bone, *curBone, *next; const bool extend = RNA_boolean_get(op->ptr, "extend"); Object *obedit = CTX_data_edit_object(C); arm = obedit->data; view3d_operator_needs_opengl(C); if (extend) bone = get_nearest_bone(C, 0, event->mval[0], event->mval[1]); else bone = get_nearest_bone(C, 1, event->mval[0], event->mval[1]); if (!bone) return OPERATOR_CANCELLED; /* Select parents */ for (curBone = bone; curBone; curBone = next) { if ((curBone->flag & BONE_UNSELECTABLE) == 0) { if (extend) { curBone->flag &= ~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL); } else { curBone->flag |= (BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL); } } if (curBone->flag & BONE_CONNECTED) next = curBone->parent; else next = NULL; } /* Select children */ while (bone) { for (curBone = arm->edbo->first; curBone; curBone = next) { next = curBone->next; if ((curBone->parent == bone) && (curBone->flag & BONE_UNSELECTABLE) == 0) { if (curBone->flag & BONE_CONNECTED) { if (extend) curBone->flag &= ~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL); else curBone->flag |= (BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL); bone = curBone; break; } else { bone = NULL; break; } } } if (!curBone) bone = NULL; } ED_armature_sync_selection(arm->edbo); WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit); return OPERATOR_FINISHED; }
static int game_engine_exec(bContext *C, wmOperator *op) { #ifdef WITH_GAMEENGINE Scene *startscene = CTX_data_scene(C); Main *bmain = CTX_data_main(C); ScrArea /* *sa, */ /* UNUSED */ *prevsa = CTX_wm_area(C); ARegion *ar, *prevar = CTX_wm_region(C); wmWindow *prevwin = CTX_wm_window(C); RegionView3D *rv3d; rcti cam_frame; (void)op; /* unused */ /* bad context switch .. */ if (!ED_view3d_context_activate(C)) return OPERATOR_CANCELLED; /* redraw to hide any menus/popups, we don't go back to * the window manager until after this operator exits */ WM_redraw_windows(C); BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_PRE); rv3d = CTX_wm_region_view3d(C); /* sa = CTX_wm_area(C); */ /* UNUSED */ ar = CTX_wm_region(C); view3d_operator_needs_opengl(C); game_set_commmandline_options(&startscene->gm); if ((rv3d->persp == RV3D_CAMOB) && (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) && (startscene->gm.stereoflag != STEREO_DOME)) { /* Letterbox */ rctf cam_framef; ED_view3d_calc_camera_border(startscene, ar, CTX_wm_view3d(C), rv3d, &cam_framef, false); cam_frame.xmin = cam_framef.xmin + ar->winrct.xmin; cam_frame.xmax = cam_framef.xmax + ar->winrct.xmin; cam_frame.ymin = cam_framef.ymin + ar->winrct.ymin; cam_frame.ymax = cam_framef.ymax + ar->winrct.ymin; BLI_rcti_isect(&ar->winrct, &cam_frame, &cam_frame); } else { cam_frame.xmin = ar->winrct.xmin; cam_frame.xmax = ar->winrct.xmax; cam_frame.ymin = ar->winrct.ymin; cam_frame.ymax = ar->winrct.ymax; } SaveState(C, prevwin); StartKetsjiShell(C, ar, &cam_frame, 1); /* window wasnt closed while the BGE was running */ if (BLI_findindex(&CTX_wm_manager(C)->windows, prevwin) == -1) { prevwin = NULL; CTX_wm_window_set(C, NULL); } ED_area_tag_redraw(CTX_wm_area(C)); if (prevwin) { /* restore context, in case it changed in the meantime, for * example by working in another window or closing it */ CTX_wm_region_set(C, prevar); CTX_wm_window_set(C, prevwin); CTX_wm_area_set(C, prevsa); } RestoreState(C, prevwin); //XXX restore_all_scene_cfra(scene_cfra_store); BKE_scene_set_background(CTX_data_main(C), startscene); //XXX BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, scene->lay); BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_POST); return OPERATOR_FINISHED; #else (void)C; /* unused */ BKE_report(op->reports, RPT_ERROR, "Game engine is disabled in this build"); return OPERATOR_CANCELLED; #endif }
/* used for both 3d view and image window */ void paint_sample_color(bContext *C, ARegion *ar, int x, int y, bool texpaint_proj, bool use_palette) { Scene *scene = CTX_data_scene(C); Paint *paint = BKE_paint_get_active_from_context(C); Palette *palette = BKE_paint_palette(paint); PaletteColor *color; Brush *br = BKE_paint_brush(BKE_paint_get_active_from_context(C)); unsigned int col; const unsigned char *cp; CLAMP(x, 0, ar->winx); CLAMP(y, 0, ar->winy); if (use_palette) { if (!palette) { palette = BKE_palette_add(CTX_data_main(C), "Palette"); BKE_paint_palette_set(paint, palette); } color = BKE_palette_color_add(palette); } if (CTX_wm_view3d(C) && texpaint_proj) { /* first try getting a colour directly from the mesh faces if possible */ Object *ob = OBACT; bool sample_success = false; if (ob) { DerivedMesh *dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH); ViewContext vc; const int mval[2] = {x, y}; unsigned int faceindex; unsigned int totface = dm->getNumTessFaces(dm); MTFace *dm_mtface = dm->getTessFaceDataArray(dm, CD_MTFACE); DM_update_materials(dm, ob); if (dm_mtface) { view3d_set_viewcontext(C, &vc); view3d_operator_needs_opengl(C); if (imapaint_pick_face(&vc, mval, &faceindex, totface)) { Image *image = imapaint_face_image(dm, faceindex); ImBuf *ibuf = BKE_image_acquire_ibuf(image, NULL, NULL); if (ibuf && ibuf->rect) { float uv[2]; float u, v; imapaint_pick_uv(scene, ob, faceindex, mval, uv); sample_success = true; u = fmodf(uv[0], 1.0f); v = fmodf(uv[1], 1.0f); if (u < 0.0f) u += 1.0f; if (v < 0.0f) v += 1.0f; u = u * ibuf->x - 0.5f; v = v * ibuf->y - 0.5f; if (ibuf->rect_float) { float rgba_f[4]; bilinear_interpolation_color_wrap(ibuf, NULL, rgba_f, u, v); straight_to_premul_v4(rgba_f); if (use_palette) { linearrgb_to_srgb_v3_v3(color->rgb, rgba_f); } else { linearrgb_to_srgb_v3_v3(rgba_f, rgba_f); BKE_brush_color_set(scene, br, rgba_f); } } else { unsigned char rgba[4]; bilinear_interpolation_color_wrap(ibuf, rgba, NULL, u, v); if (use_palette) { rgb_uchar_to_float(color->rgb, rgba); } else { float rgba_f[3]; rgb_uchar_to_float(rgba_f, rgba); BKE_brush_color_set(scene, br, rgba_f); } } } BKE_image_release_ibuf(image, ibuf, NULL); } } dm->release(dm); } if (!sample_success) { glReadBuffer(GL_FRONT); glReadPixels(x + ar->winrct.xmin, y + ar->winrct.ymin, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col); glReadBuffer(GL_BACK); } else return; } else { glReadBuffer(GL_FRONT); glReadPixels(x + ar->winrct.xmin, y + ar->winrct.ymin, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col); glReadBuffer(GL_BACK); } cp = (unsigned char *)&col; if (use_palette) { rgb_uchar_to_float(color->rgb, cp); } else { float rgba_f[3]; rgb_uchar_to_float(rgba_f, cp); BKE_brush_color_set(scene, br, rgba_f); } }
static int game_engine_exec(bContext *C, wmOperator *op) { #ifdef WITH_GAMEENGINE Scene *startscene = CTX_data_scene(C); ScrArea *sa, *prevsa= CTX_wm_area(C); ARegion *ar, *prevar= CTX_wm_region(C); wmWindow *prevwin= CTX_wm_window(C); RegionView3D *rv3d; rcti cam_frame; (void)op; /* unused */ // bad context switch .. if(!ED_view3d_context_activate(C)) return OPERATOR_CANCELLED; rv3d= CTX_wm_region_view3d(C); sa= CTX_wm_area(C); ar= CTX_wm_region(C); view3d_operator_needs_opengl(C); game_set_commmandline_options(&startscene->gm); if(rv3d->persp==RV3D_CAMOB && startscene->gm.framing.type == SCE_GAMEFRAMING_BARS && startscene->gm.stereoflag != STEREO_DOME) { /* Letterbox */ rctf cam_framef; ED_view3d_calc_camera_border(startscene, ar, CTX_wm_view3d(C), rv3d, &cam_framef, FALSE); cam_frame.xmin = cam_framef.xmin + ar->winrct.xmin; cam_frame.xmax = cam_framef.xmax + ar->winrct.xmin; cam_frame.ymin = cam_framef.ymin + ar->winrct.ymin; cam_frame.ymax = cam_framef.ymax + ar->winrct.ymin; BLI_isect_rcti(&ar->winrct, &cam_frame, &cam_frame); } else { cam_frame.xmin = ar->winrct.xmin; cam_frame.xmax = ar->winrct.xmax; cam_frame.ymin = ar->winrct.ymin; cam_frame.ymax = ar->winrct.ymax; } SaveState(C, prevwin); StartKetsjiShell(C, ar, &cam_frame, 1); /* window wasnt closed while the BGE was running */ if(BLI_findindex(&CTX_wm_manager(C)->windows, prevwin) == -1) { prevwin= NULL; CTX_wm_window_set(C, NULL); } if(prevwin) { /* restore context, in case it changed in the meantime, for example by working in another window or closing it */ CTX_wm_region_set(C, prevar); CTX_wm_window_set(C, prevwin); CTX_wm_area_set(C, prevsa); } RestoreState(C, prevwin); //XXX restore_all_scene_cfra(scene_cfra_store); set_scene_bg(CTX_data_main(C), startscene); //XXX scene_update_for_newframe(bmain, scene, scene->lay); ED_area_tag_redraw(CTX_wm_area(C)); return OPERATOR_FINISHED; #else (void)C; /* unused */ BKE_report(op->reports, RPT_ERROR, "Game engine is disabled in this build."); return OPERATOR_CANCELLED; #endif }