PyAPI, Mesh.c - added renderColorLayer and renderUVLayer to the mesh

buttons_editing.c - use icons for mesh viewport layer/render layer
This commit is contained in:
Campbell Barton 2007-05-02 00:49:41 +00:00
parent c24aa10561
commit d7235265fe
3 changed files with 42 additions and 10 deletions

@ -6530,7 +6530,14 @@ static PyObject *Mesh_getColorLayerNames( BPy_Mesh * self )
static PyObject *Mesh_getActiveLayer( BPy_Mesh * self, void *type )
{
CustomData *data = &self->mesh->fdata;
int i = CustomData_get_active_layer_index(data, (int)type);
int layer_type = (int)type;
int i;
if (layer_type < 0) { /* hack, if negative, its the renderlayer.*/
layer_type = -layer_type;
i = CustomData_get_render_layer_index(data, layer_type);
} else {
i = CustomData_get_active_layer_index(data, layer_type);
}
if (i == -1) /* so -1 is for no active layer 0+ for an active layer */
Py_RETURN_NONE;
else {
@ -6542,17 +6549,22 @@ static int Mesh_setActiveLayer( BPy_Mesh * self, PyObject * value, void *type )
{
CustomData *data = &self->mesh->fdata;
char *name;
int i,ok,n;
int i,ok,n,layer_type = (int)type, render=0;
if( !PyString_Check( value ) )
return EXPP_ReturnIntError( PyExc_ValueError,
"expected a string argument" );
if (layer_type<0) {
layer_type = -layer_type;
render = 1;
}
name = PyString_AsString( value );
ok = 0;
n = 0;
for(i=0; i < data->totlayer; ++i) {
if(data->layers[i].type == (int) type) {
if(data->layers[i].type == layer_type) {
if (strcmp(data->layers[i].name, name)==0) {
ok = 1;
break;
@ -6564,9 +6576,12 @@ static int Mesh_setActiveLayer( BPy_Mesh * self, PyObject * value, void *type )
if (!ok)
return EXPP_ReturnIntError( PyExc_ValueError,
"layer name does not exist" );
CustomData_set_layer_active(data, (int)type, n);
mesh_update_customdata_pointers(self->mesh);
if (render) {
CustomData_set_layer_render(data, layer_type, n);
} else {
CustomData_set_layer_active(data, layer_type, n);
mesh_update_customdata_pointers(self->mesh);
}
return 0;
}
@ -7696,6 +7711,17 @@ static PyGetSetDef BPy_Mesh_getseters[] = {
(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
"Name of the active vertex color layer",
(void *)CD_MTFACE},
/* hack flip CD_MCOL so it uses the render setting */
{"renderColorLayer",
(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
"Name of the render UV layer",
(void *)-CD_MCOL},
{"renderUVLayer",
(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
"Name of the render vertex color layer",
(void *)-CD_MTFACE},
/* Multires */
{"multiresLevelCount",

@ -778,6 +778,12 @@ class Mesh:
B{Note}: After setting this value, call L{update} so the result can be seen the the 3d view.
@type activeColorLayer: string
@ivar renderUVLayer: The mesh's rendered UV/Image layer. None if there is no UV/Image layers.
@type renderUVLayer: string
@ivar renderColorLayer: The mesh's rendered Vertex Color layer. None if there is no UV/Image layers.
@type renderColorLayer: string
@ivar multires: The mesh has multires data, set True to add multires data.
Will throw an exception if the mesh has shape keys; use L{key} to test.
@type multires: bool

@ -799,9 +799,9 @@ static int customdata_buttons(
if(layer->type == type) {
*activep= layer->active + 1;
*renderp= layer->active_rnd + 1;
uiDefButI(block, ROW, setevt, "A", x,y,25,19, activep, 1.0, count, 0, 0, browsetip);
uiDefButI(block, ROW, setevt_rnd, "R", x+25,y,25,19, renderp, 1.0, count, 0, 0, browsetip_rnd);
uiDefIconButI(block, ROW, setevt, ICON_VIEW3D, x,y,25,19, activep, 1.0, count, 0, 0, browsetip);
uiDefIconButI(block, ROW, setevt_rnd, ICON_SCENE, x+25,y,25,19, renderp, 1.0, count, 0, 0, browsetip_rnd);
but=uiDefBut(block, TEX, setevt, "", x+50,y,145,19, layer->name, 0.0, 31.0, 0, 0, label);
uiButSetFunc(but, verify_customdata_name_func, data, layer);
but= uiDefIconBut(block, BUT, B_NOP, VICON_X, x+195,y,25,19, NULL, 0.0, 0.0, 0.0, 0.0, deltip);