forked from bartvdbraak/blender
PyAPI, Mesh.c - added renderColorLayer and renderUVLayer to the mesh
buttons_editing.c - use icons for mesh viewport layer/render layer
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@ -6530,7 +6530,14 @@ static PyObject *Mesh_getColorLayerNames( BPy_Mesh * self )
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static PyObject *Mesh_getActiveLayer( BPy_Mesh * self, void *type )
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{
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CustomData *data = &self->mesh->fdata;
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int i = CustomData_get_active_layer_index(data, (int)type);
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int layer_type = (int)type;
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int i;
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if (layer_type < 0) { /* hack, if negative, its the renderlayer.*/
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layer_type = -layer_type;
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i = CustomData_get_render_layer_index(data, layer_type);
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} else {
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i = CustomData_get_active_layer_index(data, layer_type);
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}
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if (i == -1) /* so -1 is for no active layer 0+ for an active layer */
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Py_RETURN_NONE;
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else {
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@ -6542,17 +6549,22 @@ static int Mesh_setActiveLayer( BPy_Mesh * self, PyObject * value, void *type )
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{
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CustomData *data = &self->mesh->fdata;
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char *name;
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int i,ok,n;
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int i,ok,n,layer_type = (int)type, render=0;
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if( !PyString_Check( value ) )
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return EXPP_ReturnIntError( PyExc_ValueError,
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"expected a string argument" );
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if (layer_type<0) {
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layer_type = -layer_type;
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render = 1;
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}
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name = PyString_AsString( value );
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ok = 0;
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n = 0;
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for(i=0; i < data->totlayer; ++i) {
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if(data->layers[i].type == (int) type) {
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if(data->layers[i].type == layer_type) {
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if (strcmp(data->layers[i].name, name)==0) {
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ok = 1;
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break;
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@ -6564,9 +6576,12 @@ static int Mesh_setActiveLayer( BPy_Mesh * self, PyObject * value, void *type )
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if (!ok)
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return EXPP_ReturnIntError( PyExc_ValueError,
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"layer name does not exist" );
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CustomData_set_layer_active(data, (int)type, n);
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if (render) {
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CustomData_set_layer_render(data, layer_type, n);
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} else {
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CustomData_set_layer_active(data, layer_type, n);
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mesh_update_customdata_pointers(self->mesh);
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}
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return 0;
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}
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@ -7696,6 +7711,17 @@ static PyGetSetDef BPy_Mesh_getseters[] = {
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(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
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"Name of the active vertex color layer",
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(void *)CD_MTFACE},
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/* hack flip CD_MCOL so it uses the render setting */
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{"renderColorLayer",
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(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
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"Name of the render UV layer",
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(void *)-CD_MCOL},
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{"renderUVLayer",
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(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
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"Name of the render vertex color layer",
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(void *)-CD_MTFACE},
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/* Multires */
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{"multiresLevelCount",
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@ -778,6 +778,12 @@ class Mesh:
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B{Note}: After setting this value, call L{update} so the result can be seen the the 3d view.
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@type activeColorLayer: string
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@ivar renderUVLayer: The mesh's rendered UV/Image layer. None if there is no UV/Image layers.
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@type renderUVLayer: string
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@ivar renderColorLayer: The mesh's rendered Vertex Color layer. None if there is no UV/Image layers.
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@type renderColorLayer: string
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@ivar multires: The mesh has multires data, set True to add multires data.
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Will throw an exception if the mesh has shape keys; use L{key} to test.
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@type multires: bool
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@ -800,8 +800,8 @@ static int customdata_buttons(
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*activep= layer->active + 1;
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*renderp= layer->active_rnd + 1;
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uiDefButI(block, ROW, setevt, "A", x,y,25,19, activep, 1.0, count, 0, 0, browsetip);
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uiDefButI(block, ROW, setevt_rnd, "R", x+25,y,25,19, renderp, 1.0, count, 0, 0, browsetip_rnd);
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uiDefIconButI(block, ROW, setevt, ICON_VIEW3D, x,y,25,19, activep, 1.0, count, 0, 0, browsetip);
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uiDefIconButI(block, ROW, setevt_rnd, ICON_SCENE, x+25,y,25,19, renderp, 1.0, count, 0, 0, browsetip_rnd);
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but=uiDefBut(block, TEX, setevt, "", x+50,y,145,19, layer->name, 0.0, 31.0, 0, 0, label);
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uiButSetFunc(but, verify_customdata_name_func, data, layer);
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but= uiDefIconBut(block, BUT, B_NOP, VICON_X, x+195,y,25,19, NULL, 0.0, 0.0, 0.0, 0.0, deltip);
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