svn add source/blender/editors/space_buttons/buttons_context.c

svn export -r 20776 \
https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender/source/blender/editors/space_buttons/buttons_context.c                                                       

Old version of this file was sitting in my working copy not under 
version control. How that happened I have no idea.
This commit is contained in:
Arystanbek Dyussenov 2009-06-11 22:35:11 +00:00
commit 259da22058

@ -0,0 +1,695 @@
/**
* $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) 2009 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_armature_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_particle_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "BLI_listbase.h"
#include "BKE_context.h"
#include "BKE_material.h"
#include "BKE_modifier.h"
#include "BKE_particle.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h"
#include "BKE_world.h"
#include "RNA_access.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "buttons_intern.h" // own include
typedef struct ButsContextPath {
PointerRNA ptr[8];
int len;
int worldtex;
} ButsContextPath;
static int set_pointer_type(ButsContextPath *path, bContextDataResult *result, StructRNA *type)
{
PointerRNA *ptr;
int a;
for(a=0; a<path->len; a++) {
ptr= &path->ptr[a];
if(RNA_struct_is_a(ptr->type, type)) {
CTX_data_pointer_set(result, ptr->id.data, ptr->type, ptr->data);
return 1;
}
}
return 0;
}
static PointerRNA *get_pointer_type(ButsContextPath *path, StructRNA *type)
{
PointerRNA *ptr;
int a;
for(a=0; a<path->len; a++) {
ptr= &path->ptr[a];
if(RNA_struct_is_a(ptr->type, type))
return ptr;
}
return NULL;
}
/************************* Creating the Path ************************/
static int buttons_context_path_scene(ButsContextPath *path)
{
PointerRNA *ptr= &path->ptr[path->len-1];
/* this one just verifies */
return RNA_struct_is_a(ptr->type, &RNA_Scene);
}
static int buttons_context_path_world(ButsContextPath *path)
{
Scene *scene;
PointerRNA *ptr= &path->ptr[path->len-1];
/* if we already have a (pinned) world, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_World)) {
return 1;
}
/* if we have a scene, use the scene's world */
else if(buttons_context_path_scene(path)) {
scene= path->ptr[path->len-1].data;
RNA_id_pointer_create(&scene->world->id, &path->ptr[path->len]);
path->len++;
return 1;
}
/* no path to a world possible */
return 0;
}
static int buttons_context_path_object(ButsContextPath *path)
{
Scene *scene;
Object *ob;
PointerRNA *ptr= &path->ptr[path->len-1];
/* if we already have a (pinned) object, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_Object)) {
return 1;
}
/* if we have a scene, use the scene's active object */
else if(buttons_context_path_scene(path)) {
scene= path->ptr[path->len-1].data;
ob= (scene->basact)? scene->basact->object: NULL;
if(ob) {
RNA_id_pointer_create(&ob->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a object possible */
return 0;
}
static int buttons_context_path_data(ButsContextPath *path, int type)
{
Object *ob;
PointerRNA *ptr= &path->ptr[path->len-1];
/* if we already have a data, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_Mesh) && (type == -1 || type == OB_MESH)) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_Curve) && (type == -1 || ELEM3(type, OB_CURVE, OB_SURF, OB_FONT))) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_Armature) && (type == -1 || type == OB_ARMATURE)) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_MetaBall) && (type == -1 || type == OB_MBALL)) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_Lattice) && (type == -1 || type == OB_LATTICE)) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_Camera) && (type == -1 || type == OB_CAMERA)) return 1;
else if(RNA_struct_is_a(ptr->type, &RNA_Lamp) && (type == -1 || type == OB_LAMP)) return 1;
/* try to get an object in the path, no pinning supported here */
else if(buttons_context_path_object(path)) {
ob= path->ptr[path->len-1].data;
if(ob && (type == -1 || type == ob->type)) {
RNA_id_pointer_create(ob->data, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to data possible */
return 0;
}
static int buttons_context_path_modifier(ButsContextPath *path)
{
Object *ob;
if(buttons_context_path_object(path)) {
ob= path->ptr[path->len-1].data;
if(ob && ELEM4(ob->type, OB_MESH, OB_CURVE, OB_FONT, OB_SURF))
return 1;
}
return 0;
}
static int buttons_context_path_material(ButsContextPath *path)
{
Object *ob;
PointerRNA *ptr= &path->ptr[path->len-1];
Material *ma;
/* if we already have a (pinned) material, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_Material)) {
return 1;
}
/* if we have an object, use the object material slot */
else if(buttons_context_path_object(path)) {
ob= path->ptr[path->len-1].data;
if(ob && ob->type && (ob->type<OB_LAMP)) {
ma= give_current_material(ob, ob->actcol);
RNA_id_pointer_create(&ma->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a material possible */
return 0;
}
static Bone *find_active_bone(Bone *bone)
{
Bone *active;
for(; bone; bone=bone->next) {
if(bone->flag & BONE_ACTIVE)
return bone;
active= find_active_bone(bone->childbase.first);
if(active)
return active;
}
return NULL;
}
static int buttons_context_path_bone(ButsContextPath *path)
{
bArmature *arm;
Bone *bone;
/* if we have an armature, get the active bone */
if(buttons_context_path_data(path, OB_ARMATURE)) {
arm= path->ptr[path->len-1].data;
bone= find_active_bone(arm->bonebase.first);
if(bone) {
RNA_pointer_create(&arm->id, &RNA_Bone, bone, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a bone possible */
return 0;
}
static int buttons_context_path_particle(ButsContextPath *path)
{
Object *ob;
ParticleSystem *psys;
/* if we have an object, get the active particle system */
if(buttons_context_path_object(path)) {
ob= path->ptr[path->len-1].data;
if(ob && ob->type == OB_MESH) {
psys= psys_get_current(ob);
RNA_pointer_create(&ob->id, &RNA_ParticleSystem, psys, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* no path to a particle system possible */
return 0;
}
static int buttons_context_path_texture(ButsContextPath *path)
{
Material *ma;
Lamp *la;
World *wo;
MTex *mtex;
Tex *tex;
PointerRNA *ptr= &path->ptr[path->len-1];
/* if we already have a (pinned) texture, we're done */
if(RNA_struct_is_a(ptr->type, &RNA_Texture)) {
return 1;
}
/* try world */
else if(path->worldtex && buttons_context_path_world(path)) {
wo= path->ptr[path->len-1].data;
if(wo) {
mtex= wo->mtex[(int)wo->texact];
tex= (mtex)? mtex->tex: NULL;
RNA_id_pointer_create(&tex->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* try material */
else if(buttons_context_path_material(path)) {
ma= path->ptr[path->len-1].data;
if(ma) {
mtex= ma->mtex[(int)ma->texact];
tex= (mtex)? mtex->tex: NULL;
RNA_id_pointer_create(&tex->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* try lamp */
else if(buttons_context_path_data(path, OB_LAMP)) {
la= path->ptr[path->len-1].data;
if(la) {
mtex= la->mtex[(int)la->texact];
tex= (mtex)? mtex->tex: NULL;
RNA_id_pointer_create(&tex->id, &path->ptr[path->len]);
path->len++;
return 1;
}
}
/* TODO: material nodes, brush */
/* no path to a particle system possible */
return 0;
}
static int buttons_context_path(const bContext *C, ButsContextPath *path, int mainb, int worldtex)
{
SpaceButs *sbuts= (SpaceButs*)CTX_wm_space_data(C);
ID *id;
int found;
memset(path, 0, sizeof(*path));
path->worldtex= worldtex;
/* if some ID datablock is pinned, set the root pointer */
if(sbuts->pinid) {
id= sbuts->pinid;
RNA_id_pointer_create(id, &path->ptr[0]);
path->len++;
}
/* no pinned root, use scene as root */
if(path->len == 0) {
id= (ID*)CTX_data_scene(C);
RNA_id_pointer_create(id, &path->ptr[0]);
path->len++;
}
/* now for each buttons context type, we try to construct a path,
* tracing back recursively */
switch(mainb) {
case BCONTEXT_SCENE:
found= buttons_context_path_scene(path);
break;
case BCONTEXT_WORLD:
found= buttons_context_path_world(path);
break;
case BCONTEXT_OBJECT:
case BCONTEXT_PHYSICS:
case BCONTEXT_CONSTRAINT:
found= buttons_context_path_object(path);
break;
case BCONTEXT_MODIFIER:
found= buttons_context_path_modifier(path);
break;
case BCONTEXT_DATA:
found= buttons_context_path_data(path, -1);
break;
case BCONTEXT_PARTICLE:
found= buttons_context_path_particle(path);
break;
case BCONTEXT_MATERIAL:
found= buttons_context_path_material(path);
break;
case BCONTEXT_TEXTURE:
found= buttons_context_path_texture(path);
break;
case BCONTEXT_BONE:
found= buttons_context_path_bone(path);
break;
default:
found= 0;
break;
}
return found;
}
void buttons_context_compute(const bContext *C, SpaceButs *sbuts)
{
ButsContextPath *path;
PointerRNA *ptr;
int a, worldtex, flag= 0;
if(!sbuts->path)
sbuts->path= MEM_callocN(sizeof(ButsContextPath), "ButsContextPath");
path= sbuts->path;
worldtex= (sbuts->flag & SB_WORLD_TEX);
/* for each context, see if we can compute a valid path to it, if
* this is the case, we know we have to display the button */
for(a=0; a<BCONTEXT_TOT; a++) {
if(buttons_context_path(C, path, a, worldtex)) {
flag |= (1<<a);
/* setting icon for data context */
if(a == BCONTEXT_DATA) {
ptr= &path->ptr[path->len-1];
if(ptr->type)
sbuts->dataicon= RNA_struct_ui_icon(ptr->type);
else
sbuts->dataicon= ICON_EMPTY_DATA;
}
}
}
/* in case something becomes invalid, change */
if((flag & (1 << sbuts->mainb)) == 0) {
if(flag & BCONTEXT_OBJECT) {
sbuts->mainb= BCONTEXT_OBJECT;
}
else {
for(a=0; a<BCONTEXT_TOT; a++) {
if(flag & (1 << a)) {
sbuts->mainb= a;
break;
}
}
}
}
buttons_context_path(C, path, sbuts->mainb, worldtex);
if(!(flag & (1 << sbuts->mainb))) {
if(flag & (1 << BCONTEXT_OBJECT))
sbuts->mainb= BCONTEXT_OBJECT;
else
sbuts->mainb= BCONTEXT_SCENE;
}
sbuts->pathflag= flag;
}
/************************* Context Callback ************************/
int buttons_context(const bContext *C, const char *member, bContextDataResult *result)
{
SpaceButs *sbuts= (SpaceButs*)CTX_wm_space_data(C);
ButsContextPath *path= sbuts?sbuts->path:NULL;
if(!path)
return 0;
/* here we handle context, getting data from precomputed path */
if(CTX_data_equals(member, "world")) {
set_pointer_type(path, result, &RNA_World);
return 1;
}
else if(CTX_data_equals(member, "object")) {
set_pointer_type(path, result, &RNA_Object);
return 1;
}
else if(CTX_data_equals(member, "mesh")) {
set_pointer_type(path, result, &RNA_Mesh);
return 1;
}
else if(CTX_data_equals(member, "armature")) {
set_pointer_type(path, result, &RNA_Armature);
return 1;
}
else if(CTX_data_equals(member, "lattice")) {
set_pointer_type(path, result, &RNA_Lattice);
return 1;
}
else if(CTX_data_equals(member, "curve")) {
set_pointer_type(path, result, &RNA_Curve);
return 1;
}
else if(CTX_data_equals(member, "meta_ball")) {
set_pointer_type(path, result, &RNA_MetaBall);
return 1;
}
else if(CTX_data_equals(member, "lamp")) {
set_pointer_type(path, result, &RNA_Lamp);
return 1;
}
else if(CTX_data_equals(member, "camera")) {
set_pointer_type(path, result, &RNA_Camera);
return 1;
}
else if(CTX_data_equals(member, "material")) {
set_pointer_type(path, result, &RNA_Material);
return 1;
}
else if(CTX_data_equals(member, "texture")) {
set_pointer_type(path, result, &RNA_Texture);
return 1;
}
else if(CTX_data_equals(member, "material_slot")) {
PointerRNA *ptr= get_pointer_type(path, &RNA_Object);
if(ptr) {
Object *ob= ptr->data;
if(ob && ob->type && (ob->type<OB_LAMP))
CTX_data_pointer_set(result, &ob->id, &RNA_MaterialSlot, ob->mat+ob->actcol-1);
}
return 1;
}
else if(CTX_data_equals(member, "texture_slot")) {
PointerRNA *ptr;
if((ptr=get_pointer_type(path, &RNA_Material))) {
Material *ma= ptr->data;
if(ma)
CTX_data_pointer_set(result, &ma->id, &RNA_MaterialTextureSlot, ma->mtex[(int)ma->texact]);
}
else if((ptr=get_pointer_type(path, &RNA_Lamp))) {
Lamp *la= ptr->data;
if(la)
CTX_data_pointer_set(result, &la->id, &RNA_LampTextureSlot, la->mtex[(int)la->texact]);
}
else if((ptr=get_pointer_type(path, &RNA_World))) {
World *wo= ptr->data;
if(wo)
CTX_data_pointer_set(result, &wo->id, &RNA_WorldTextureSlot, wo->mtex[(int)wo->texact]);
}
else if((ptr=get_pointer_type(path, &RNA_Brush))) { /* how to get this into context? */
Brush *br= ptr->data;
if(br)
CTX_data_pointer_set(result, &br->id, &RNA_TextureSlot, br->mtex[(int)br->texact]);
}
return 1;
}
else if(CTX_data_equals(member, "bone")) {
set_pointer_type(path, result, &RNA_Bone);
return 1;
}
else if(CTX_data_equals(member, "particle_system")) {
set_pointer_type(path, result, &RNA_ParticleSystem);
return 1;
}
else if(CTX_data_equals(member, "cloth")) {
set_pointer_type(path, result, &RNA_ClothModifier);
return 1;
}
else if(CTX_data_equals(member, "soft_body")) {
PointerRNA *ptr= get_pointer_type(path, &RNA_Object);
if(ptr && ptr->data) {
Object *ob= ptr->data;
CTX_data_pointer_set(result, &ob->id, &RNA_SoftBodySettings, ob->soft);
return 1;
}
}
else if(CTX_data_equals(member, "fluid")) {
PointerRNA *ptr= get_pointer_type(path, &RNA_Object);
if(ptr && ptr->data) {
Object *ob= ptr->data;
ModifierData *md= modifiers_findByType(ob, eModifierType_Fluidsim);
CTX_data_pointer_set(result, &ob->id, &RNA_FluidSimulationModifier, md);
return 1;
}
}
return 0;
}
/************************* Drawing the Path ************************/
static void pin_cb(bContext *C, void *arg1, void *arg2)
{
SpaceButs *sbuts= (SpaceButs*)CTX_wm_space_data(C);
ButsContextPath *path= sbuts->path;
PointerRNA *ptr;
int a;
if(sbuts->flag & SB_PIN_CONTEXT) {
if(path->len) {
for(a=path->len-1; a>=0; a--) {
ptr= &path->ptr[a];
if(ptr->id.data) {
sbuts->pinid= ptr->id.data;
break;
}
}
}
}
else
sbuts->pinid= NULL;
ED_area_tag_redraw(CTX_wm_area(C));
}
void buttons_context_draw(const bContext *C, uiLayout *layout)
{
SpaceButs *sbuts= (SpaceButs*)CTX_wm_space_data(C);
ButsContextPath *path= sbuts->path;
uiLayout *row;
uiBlock *block;
uiBut *but;
PointerRNA *ptr;
PropertyRNA *nameprop;
char namebuf[128], *name;
int a, icon;
if(!path)
return;
row= uiLayoutRow(layout, 0);
uiLayoutSetAlignment(row, UI_LAYOUT_ALIGN_LEFT);
block= uiLayoutGetBlock(row);
uiBlockSetEmboss(block, UI_EMBOSSN);
but= uiDefIconButBitC(block, ICONTOG, SB_PIN_CONTEXT, 0, (sbuts->flag & SB_PIN_CONTEXT)? ICON_PINNED: ICON_UNPINNED, 0, 0, UI_UNIT_X, UI_UNIT_Y, &sbuts->flag, 0, 0, 0, 0, "Follow context or keep fixed datablock displayed.");
uiButSetFunc(but, pin_cb, NULL, NULL);
for(a=0; a<path->len; a++) {
ptr= &path->ptr[a];
if(ptr->data) {
icon= RNA_struct_ui_icon(ptr->type);
nameprop= RNA_struct_name_property(ptr->type);
#if 0
if(sbuts->mainb != BCONTEXT_SCENE && ptr->type == &RNA_Scene) {
uiItemL(row, "", icon); /* save some space */
}
else
#endif
if(nameprop) {
name= RNA_property_string_get_alloc(ptr, nameprop, namebuf, sizeof(namebuf));
uiItemL(row, name, icon);
if(name != namebuf)
MEM_freeN(name);
}
else
uiItemL(row, "", icon);
}
}
}
static void buttons_panel_context(const bContext *C, Panel *pa)
{
buttons_context_draw(C, pa->layout);
}
void buttons_context_register(ARegionType *art)
{
PanelType *pt;
pt= MEM_callocN(sizeof(PanelType), "spacetype buttons panel context");
strcpy(pt->idname, "BUTTONS_PT_context");
strcpy(pt->label, "Context");
pt->draw= buttons_panel_context;
BLI_addtail(&art->paneltypes, pt);
}