forked from bartvdbraak/blender
[#20487] Small bug in 3d window's header in edit mode.
[#20713] vertex, edge and face toggling acts like shift select (in 2.49) with or without shift pressed revert own changes from 26035 - python buttons were toggles so clicking on 1 didnt disable the others. - for some reason the layout engine wasnt working right here and made the buttons skilly in localview.
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@ -56,11 +56,15 @@ class VIEW3D_HT_header(bpy.types.Header):
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row.template_header_3D()
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# do in C for now since these buttons cant be both toggle AND exclusive.
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'''
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if obj and obj.mode == 'EDIT' and obj.type == 'MESH':
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row_sub = row.row(align=True)
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row_sub.prop(toolsettings, "mesh_selection_mode", text="", index=0, icon='VERTEXSEL')
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row_sub.prop(toolsettings, "mesh_selection_mode", text="", index=1, icon='EDGESEL')
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row_sub.prop(toolsettings, "mesh_selection_mode", text="", index=2, icon='FACESEL')
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'''
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# Particle edit
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if obj and obj.mode == 'PARTICLE_EDIT':
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@ -533,4 +533,17 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
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/* Scene lock */
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uiItemR(layout, "", 0, &v3dptr, "lock_camera_and_layers", UI_ITEM_R_ICON_ONLY);
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}
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/* selection modus, dont use python for this since it cant do the toggle buttons with shift+click as well as clicking to set one. */
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if(obedit && (obedit->type == OB_MESH)) {
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EditMesh *em= BKE_mesh_get_editmesh((Mesh *)obedit->data);
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row= uiLayoutRow(layout, 1);
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block= uiLayoutGetBlock(row);
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uiDefIconButBitS(block, TOG, SCE_SELECT_VERTEX, B_SEL_VERT, ICON_VERTEXSEL, 0,0,XIC,YIC, &em->selectmode, 1.0, 0.0, 0, 0, "Vertex select mode");
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uiDefIconButBitS(block, TOG, SCE_SELECT_EDGE, B_SEL_EDGE, ICON_EDGESEL, 0,0,XIC,YIC, &em->selectmode, 1.0, 0.0, 0, 0, "Edge select mode");
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uiDefIconButBitS(block, TOG, SCE_SELECT_FACE, B_SEL_FACE, ICON_FACESEL, 0,0,XIC,YIC, &em->selectmode, 1.0, 0.0, 0, 0, "Face select mode");
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BKE_mesh_end_editmesh(obedit->data, em);
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}
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}
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