Exemplo n.º 1
0
void ED_editors_init(bContext *C)
{
	wmWindowManager *wm = CTX_wm_manager(C);
	Main *bmain = CTX_data_main(C);
	Scene *sce = CTX_data_scene(C);
	Object *ob, *obact = (sce && sce->basact) ? sce->basact->object : NULL;
	ID *data;

	/* toggle on modes for objects that were saved with these enabled. for
	 * e.g. linked objects we have to ensure that they are actually the
	 * active object in this scene. */
	for (ob = bmain->object.first; ob; ob = ob->id.next) {
		int mode = ob->mode;

		if (mode && (mode != OB_MODE_POSE)) {
			ob->mode = 0;
			data = ob->data;

			if (ob == obact && !ob->id.lib && !(data && data->lib))
				ED_object_toggle_modes(C, mode);
		}
	}

	/* image editor paint mode */
	if (sce) {
		ED_space_image_paint_update(wm, sce->toolsettings);
	}
}
Exemplo n.º 2
0
void ED_editors_init(bContext *C)
{
	Main *bmain= CTX_data_main(C);
	Scene *sce= CTX_data_scene(C);
	Object *ob, *obact= (sce && sce->basact)? sce->basact->object: NULL;
	ID *data;

	/* toggle on modes for objects that were saved with these enabled. for
	   e.g. linked objects we have to ensure that they are actually the
	   active object in this scene. */
	for(ob=bmain->object.first; ob; ob=ob->id.next) {
		int mode= ob->mode;

		if(mode && (mode != OB_MODE_POSE)) {
			ob->mode= 0;
			data= ob->data;

			if(ob == obact && !ob->id.lib && !(data && data->lib))
				ED_object_toggle_modes(C, mode);
		}
	}
}
Exemplo n.º 3
0
void ED_editors_init(bContext *C)
{
	wmWindowManager *wm = CTX_wm_manager(C);
	Main *bmain = CTX_data_main(C);
	Scene *sce = CTX_data_scene(C);
	Object *ob, *obact = (sce && sce->basact) ? sce->basact->object : NULL;
	ID *data;

	/* This is called during initialization, so we don't want to store any reports */
	ReportList *reports = CTX_wm_reports(C);
	int reports_flag_prev = reports->flag & ~RPT_STORE;

	SWAP(int, reports->flag, reports_flag_prev);

	/* toggle on modes for objects that were saved with these enabled. for
	 * e.g. linked objects we have to ensure that they are actually the
	 * active object in this scene. */
	for (ob = bmain->object.first; ob; ob = ob->id.next) {
		int mode = ob->mode;

		if (!ELEM(mode, OB_MODE_OBJECT, OB_MODE_POSE)) {
			ob->mode = OB_MODE_OBJECT;
			data = ob->data;

			if (ob == obact && !ob->id.lib && !(data && data->lib))
				ED_object_toggle_modes(C, mode);
		}
	}

	/* image editor paint mode */
	if (sce) {
		ED_space_image_paint_update(wm, sce->toolsettings);
	}

	SWAP(int, reports->flag, reports_flag_prev);
}
Exemplo n.º 4
0
void ED_object_enter_editmode(bContext *C, int flag)
{
	Scene *scene= CTX_data_scene(C);
	Base *base= NULL;
	Object *ob;
	ScrArea *sa= CTX_wm_area(C);
	View3D *v3d= NULL;
	int ok= 0;
	
	if (scene->id.lib) return;
	
	if (sa && sa->spacetype==SPACE_VIEW3D)
		v3d= sa->spacedata.first;
	
	if ((flag & EM_IGNORE_LAYER)==0) {
		base= CTX_data_active_base(C); /* active layer checked here for view3d */

		if (base==NULL) return;
		else if (v3d && (base->lay & v3d->lay)==0) return;
		else if (!v3d && (base->lay & scene->lay)==0) return;
	}
	else {
		base= scene->basact;
	}

	if (ELEM3(NULL, base, base->object, base->object->data)) return;

	ob = base->object;
	
	if (object_data_is_libdata(ob)) {
		error_libdata();
		return;
	}
	
	if (flag & EM_WAITCURSOR) waitcursor(1);

	ob->restore_mode = ob->mode;

	/* note, when switching scenes the object can have editmode data but
	 * not be scene->obedit: bug 22954, this avoids calling self eternally */
	if ((ob->restore_mode & OB_MODE_EDIT)==0)
		ED_object_toggle_modes(C, ob->mode);

	ob->mode= OB_MODE_EDIT;
	
	if (ob->type==OB_MESH) {
		BMEditMesh *em;
		ok= 1;
		scene->obedit = ob;  /* context sees this */

		EDBM_mesh_make(CTX_data_tool_settings(C), scene, ob);

		em = BMEdit_FromObject(ob);
		if (LIKELY(em)) {
			/* order doesn't matter */
			EDBM_mesh_normals_update(em);
			BMEdit_RecalcTessellation(em);
			
			BM_mesh_select_mode_flush(em->bm);
		}

		WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_MESH, scene);
	}
	else if (ob->type==OB_ARMATURE) {
		bArmature *arm= base->object->data;
		if (!arm) return;
		/*
		 * The function object_data_is_libdata make a problem here, the
		 * check for ob->proxy return 0 and let blender enter to edit mode
		 * this causes a crash when you try leave the edit mode.
		 * The problem is that i can't remove the ob->proxy check from
		 * object_data_is_libdata that prevent the bugfix #6614, so
		 * i add this little hack here.
		 */
		if (arm->id.lib) {
			error_libdata();
			return;
		}
		ok=1;
		scene->obedit= ob;
		ED_armature_to_edit(ob);
		/* to ensure all goes in restposition and without striding */
		DAG_id_tag_update(&ob->id, OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME); // XXX: should this be OB_RECALC_DATA?

		WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_ARMATURE, scene);
	}
	else if (ob->type==OB_FONT) {
		scene->obedit= ob; // XXX for context
		ok= 1;
		make_editText(ob);

		WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_TEXT, scene);
	}
	else if (ob->type==OB_MBALL) {
		scene->obedit= ob; // XXX for context
		ok= 1;
		make_editMball(ob);

		WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_MBALL, scene);
	}
	else if (ob->type==OB_LATTICE) {
		scene->obedit= ob; // XXX for context
		ok= 1;
		make_editLatt(ob);
		
		WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_LATTICE, scene);
	}
	else if (ob->type==OB_SURF || ob->type==OB_CURVE) {
		ok= 1;
		scene->obedit= ob; // XXX for context
		make_editNurb(ob);
		
		WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_EDITMODE_CURVE, scene);
	}
	
	if (ok) {
		DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
	}
	else {
		scene->obedit= NULL; // XXX for context
		ob->mode &= ~OB_MODE_EDIT;
		WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_MODE_OBJECT, scene);
	}
	
	if (flag & EM_DO_UNDO) ED_undo_push(C, "Enter Editmode");
	if (flag & EM_WAITCURSOR) waitcursor(0);
}
Exemplo n.º 5
0
static void delete_customdata_layer(bContext *C, Object *ob, CustomDataLayer *layer)
{
	Mesh *me = ob->data;
	CustomData *data= (me->edit_mesh)? &me->edit_mesh->fdata: &me->fdata;
	void *actlayerdata, *rndlayerdata, *clonelayerdata, *stencillayerdata, *layerdata=layer->data;
	int type= layer->type;
	int index= CustomData_get_layer_index(data, type);
	int i, actindex, rndindex, cloneindex, stencilindex;
	
	/* ok, deleting a non-active layer needs to preserve the active layer indices.
	  to do this, we store a pointer to the .data member of both layer and the active layer,
	  (to detect if we're deleting the active layer or not), then use the active
	  layer data pointer to find where the active layer has ended up.
	  
	  this is necassary because the deletion functions only support deleting the active
	  layer. */
	actlayerdata = data->layers[CustomData_get_active_layer_index(data, type)].data;
	rndlayerdata = data->layers[CustomData_get_render_layer_index(data, type)].data;
	clonelayerdata = data->layers[CustomData_get_clone_layer_index(data, type)].data;
	stencillayerdata = data->layers[CustomData_get_stencil_layer_index(data, type)].data;
	CustomData_set_layer_active(data, type, layer - &data->layers[index]);

	if(me->edit_mesh) {
		EM_free_data_layer(me->edit_mesh, data, type);
	}
	else {
		CustomData_free_layer_active(data, type, me->totface);
		mesh_update_customdata_pointers(me);
	}

	if(!CustomData_has_layer(data, type) && (type == CD_MCOL && (ob->mode & OB_MODE_VERTEX_PAINT)))
		ED_object_toggle_modes(C, OB_MODE_VERTEX_PAINT);

	/* reconstruct active layer */
	if (actlayerdata != layerdata) {
		/* find index */
		actindex = CustomData_get_layer_index(data, type);
		for (i=actindex; i<data->totlayer; i++) {
			if (data->layers[i].data == actlayerdata) {
				actindex = i - actindex;
				break;
			}
		}
		
		/* set index */
		CustomData_set_layer_active(data, type, actindex);
	}
	
	if (rndlayerdata != layerdata) {
		/* find index */
		rndindex = CustomData_get_layer_index(data, type);
		for (i=rndindex; i<data->totlayer; i++) {
			if (data->layers[i].data == rndlayerdata) {
				rndindex = i - rndindex;
				break;
			}
		}
		
		/* set index */
		CustomData_set_layer_render(data, type, rndindex);
	}
	
	if (clonelayerdata != layerdata) {
		/* find index */
		cloneindex = CustomData_get_layer_index(data, type);
		for (i=cloneindex; i<data->totlayer; i++) {
			if (data->layers[i].data == clonelayerdata) {
				cloneindex = i - cloneindex;
				break;
			}
		}
		
		/* set index */
		CustomData_set_layer_clone(data, type, cloneindex);
	}
	
	if (stencillayerdata != layerdata) {
		/* find index */
		stencilindex = CustomData_get_layer_index(data, type);
		for (i=stencilindex; i<data->totlayer; i++) {
			if (data->layers[i].data == stencillayerdata) {
				stencilindex = i - stencilindex;
				break;
			}
		}
		
		/* set index */
		CustomData_set_layer_stencil(data, type, stencilindex);
	}
}