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header_buttonswin.c

/**
 * header_buttonswin.c oct-2003
 *
 * Functions to draw the "Buttons Window" window header
 * and handle user events sent to it.
 * 
 * $Id: header_buttonswin.c,v 1.30 2004/12/04 21:49:02 ton Exp $
 *
 * ***** BEGIN GPL/BL DUAL 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. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * 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) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#include <stdlib.h>
#include <string.h>

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#ifdef WIN32
#include "BLI_winstuff.h"
#endif

#include "BMF_Api.h"
#include "BIF_language.h"
#ifdef INTERNATIONAL
#include "FTF_Api.h"
#endif

#include "DNA_ID.h"
#include "DNA_armature_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"

#include "BIF_editconstraint.h"
#include "BIF_interface.h"
#include "BIF_previewrender.h"
#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_butspace.h"

#include "BKE_armature.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BSE_drawipo.h"
#include "BSE_headerbuttons.h"

#include "MEM_guardedalloc.h"

#include "blendef.h"
#include "mydevice.h"
#include "butspace.h"

Material matcopybuf;

void clear_matcopybuf(void)
{
      memset(&matcopybuf, 0, sizeof(Material));
}

void free_matcopybuf(void)
{
      extern MTex mtexcopybuf;      /* buttons.c */
      int a;

      for(a=0; a<MAX_MTEX; a++) {
            if(matcopybuf.mtex[a]) {
                  MEM_freeN(matcopybuf.mtex[a]);
                  matcopybuf.mtex[a]= NULL;
            }
      }
 
      if(matcopybuf.ramp_col) MEM_freeN(matcopybuf.ramp_col);
      if(matcopybuf.ramp_spec) MEM_freeN(matcopybuf.ramp_spec);
      matcopybuf.ramp_col= NULL;
      matcopybuf.ramp_spec= NULL;
      
      default_mtex(&mtexcopybuf);
}

void do_buts_buttons(short event)
{
      static short matcopied=0;
      MTex *mtex;
      Material *ma;
      ID id;
      int a;
      float dx, dy;
      if(curarea->win==0) return;

      switch(event) {
      case B_BUTSHOME:
            uiSetPanel_view2d(curarea);
            G.v2d->cur= G.v2d->tot;
            test_view2d(G.v2d, curarea->winx, curarea->winy);
            
            /* we always put in left/top */
            dy= G.v2d->tot.ymax - G.v2d->cur.ymax;
            G.v2d->cur.ymin += dy;
            G.v2d->cur.ymax += dy;
            dx= G.v2d->tot.xmin - G.v2d->cur.xmin;
            G.v2d->cur.xmin += dx;
            G.v2d->cur.xmax += dx;
            
            scrarea_queue_winredraw(curarea);
            break;
      case B_BUTSPREVIEW:
            BIF_preview_changed(G.buts);
            scrarea_queue_headredraw(curarea);
            scrarea_queue_winredraw(curarea);
            break;
      case B_MATCOPY:
            if(G.buts->lockpoin) {
                  if(matcopied) free_matcopybuf();

                  memcpy(&matcopybuf, G.buts->lockpoin, sizeof(Material));
                  if(matcopybuf.ramp_col) matcopybuf.ramp_col= MEM_dupallocN(matcopybuf.ramp_col);
                  if(matcopybuf.ramp_spec) matcopybuf.ramp_spec= MEM_dupallocN(matcopybuf.ramp_spec);

                  for(a=0; a<MAX_MTEX; a++) {
                        mtex= matcopybuf.mtex[a];
                        if(mtex) {
                              matcopybuf.mtex[a]= MEM_dupallocN(mtex);
                        }
                  }
                  matcopied= 1;
            }
            break;
      case B_MATPASTE:
            if(matcopied && G.buts->lockpoin) {
                  ma= G.buts->lockpoin;
                  /* free current mat */
                  if(ma->ramp_col) MEM_freeN(ma->ramp_col);
                  if(ma->ramp_spec) MEM_freeN(ma->ramp_spec);
                  for(a=0; a<MAX_MTEX; a++) {
                        mtex= ma->mtex[a];
                        if(mtex && mtex->tex) mtex->tex->id.us--;
                        if(mtex) MEM_freeN(mtex);
                  }
                  
                  id= (ma->id);
                  memcpy(G.buts->lockpoin, &matcopybuf, sizeof(Material));
                  (ma->id)= id;
                  
                  if(matcopybuf.ramp_col) ma->ramp_col= MEM_dupallocN(matcopybuf.ramp_col);
                  if(matcopybuf.ramp_spec) ma->ramp_spec= MEM_dupallocN(matcopybuf.ramp_spec);
                  
                  for(a=0; a<MAX_MTEX; a++) {
                        mtex= ma->mtex[a];
                        if(mtex) {
                              ma->mtex[a]= MEM_dupallocN(mtex);
                              if(mtex->tex) id_us_plus((ID *)mtex->tex);
                        }
                  }
                  BIF_preview_changed(G.buts);
                  BIF_undo_push("Paste material settings");
                  scrarea_queue_winredraw(curarea);
            }
            break;
      case B_MESHTYPE:
            allqueue(REDRAWBUTSEDIT, 0);
            allqueue(REDRAWVIEW3D, 0);
            break;
      }
}

void buttons_active_id(ID **id, ID **idfrom)
{
      Object *ob= OBACT;
      Material *ma;

      *id= NULL;
      *idfrom= (ID *)ob;
      
      if(G.buts->mainb==CONTEXT_SCENE) {
            int tab= G.buts->tab[CONTEXT_SCENE];
            
            if(tab==TAB_SCENE_RENDER) *id= (ID *)G.scene;
            else if(tab==TAB_SCENE_SOUND) {
                  ID *search;
                  
                  // validate lockpoin, maybe its not a sound
                  if (G.buts->lockpoin) {
                        search = G.main->sound.first;
                        while (search) {
                              if (search == G.buts->lockpoin) {
                                    break;
                              }
                              search = search->next;
                        }
                        if (search == NULL) {
                              *id = G.main->sound.first;
                        } else {
                              *id = search;
                        }
                  }
                  else {
                        *id = G.main->sound.first;
                  }
            
            }
      }
      else if(G.buts->mainb==CONTEXT_SHADING) {
            int tab= G.buts->tab[CONTEXT_SHADING];
            
            if(tab==TAB_SHADING_LAMP) {
                  if(ob && ob->type==OB_LAMP) {
                        *id= ob->data;
                  }
            }
            else if(tab==TAB_SHADING_MAT) {
                  if(ob && (ob->type<OB_LAMP) && ob->type) {
                        *id= (ID *)give_current_material(ob, ob->actcol);
                        *idfrom= material_from(ob, ob->actcol);
                  }
            }
            else if(tab==TAB_SHADING_WORLD) {
                  *id= (ID *)G.scene->world;
                  *idfrom= (ID *)G.scene;
            }
            else if(tab==TAB_SHADING_TEX) {
                  MTex *mtex;
                  
                  if(G.buts->mainbo==G.buts->mainb && G.buts->tabo!=tab) {
                        if(G.buts->tabo==TAB_SHADING_LAMP) G.buts->texfrom= 2;
                        else if(G.buts->tabo==TAB_SHADING_WORLD) G.buts->texfrom= 1;
                        else if(G.buts->tabo==TAB_SHADING_MAT) G.buts->texfrom= 0;
                  }

                  if(G.buts->texfrom==0) {
                        if(ob && ob->type<OB_LAMP && ob->type) {
                              ma= give_current_material(ob, ob->actcol);
                              *idfrom= (ID *)ma;
                              if(ma) {
                                    mtex= ma->mtex[ ma->texact ];
                                    if(mtex) *id= (ID *)mtex->tex;
                              }
                        }
                  }
                  else if(G.buts->texfrom==1) {
                        World *wrld= G.scene->world;
                        *idfrom= (ID *)wrld;
                        if(wrld) {
                              mtex= wrld->mtex[ wrld->texact];
                              if(mtex) *id= (ID *)mtex->tex;
                        }
                  }
                  else if(G.buts->texfrom==2) {
                        Lamp *la;
                        if(ob && ob->type==OB_LAMP) {
                              la= ob->data;
                              *idfrom= (ID *)la;
                              mtex= la->mtex[ la->texact];
                              if(mtex) *id= (ID *)mtex->tex;
                        }
                  }
            }
      }
      else if(G.buts->mainb==CONTEXT_OBJECT || G.buts->mainb==CONTEXT_LOGIC) {
            if(ob) {
                  *idfrom= (ID *)G.scene;
                  *id= (ID *)ob;
            }
      }
      else if(G.buts->mainb==CONTEXT_EDITING) {
            if(ob && ob->data) {
                  *id= ob->data;
            }
      }
}

#if 0
static void validate_bonebutton(void *bonev, void *data2_unused){
      Bone *bone= bonev;
      bArmature *arm;

      arm = get_armature(G.obpose);
      unique_bone_name(bone, arm);
}


static int bonename_exists(Bone *orig, char *name, ListBase *list)
{
      Bone *curbone;
      
      for (curbone=list->first; curbone; curbone=curbone->next){
            /* Check this bone */
            if (orig!=curbone){
                  if (!strcmp(curbone->name, name))
                        return 1;
            }
            
            /* Check Children */
            if (bonename_exists(orig, name, &curbone->childbase))
                  return 1;
      }
      
      return 0;

}

static void unique_bone_name (Bone *bone, bArmature *arm)
{
      char        tempname[64];
      char        oldname[64];
      int               number;
      char        *dot;

      if (!arm)
            return;

      strcpy(oldname, bone->name);

      /* See if we even need to do this */
      if (!bonename_exists(bone, bone->name, &arm->bonebase))
            return;

      /* Strip off the suffix */
      dot=strchr(bone->name, '.');
      if (dot)
            *dot=0;
      
      for (number = 1; number <=999; number++){
            sprintf (tempname, "%s.%03d", bone->name, number);
            
            if (!bonename_exists(bone, tempname, &arm->bonebase)){
                  strcpy (bone->name, tempname);
                  return;
            }
      }
}

static uiBlock *sbuts_context_menu(void *arg_unused)
{
      uiBlock *block;
      short yco = 0;

      block= uiNewBlock(&curarea->uiblocks, "context_options", UI_EMBOSSP, UI_HELV, curarea->headwin);

      /* should be branches from tree */
      uiDefIconTextButS(block, BUTM, B_REDR, ICON_SCENE_DEHLT, "Scene|F10", 0, yco-=22, 100, 20, &G.buts->mainb, 0.0, 0.0, 0, 0, "");
      uiDefIconTextButS(block, BUTM, B_REDR, ICON_EDIT, "Editing|F9", 0, yco-=22, 100, 20, &G.buts->mainb, 4.0, 0.0, 0, 0, "");
      uiDefIconTextButS(block, BUTM, B_REDR, ICON_OBJECT, "Object|F6", 0, yco-=22, 100, 20, &G.buts->mainb, 1.0, 0.0, 0, 0, "");
      uiDefIconTextButS(block, BUTM, B_REDR, ICON_MATERIAL_DEHLT, "Shading|F5", 0, yco-=22, 100, 20, &G.buts->mainb, 3.0, 0.0, 0, 0, "");
      uiDefIconTextButS(block, BUTM, B_REDR, ICON_GAME, "Logic|F4", 0, yco-=22, 100, 20, &G.buts->mainb, 6.0, 0.0, 0, 0, "");
      uiDefIconTextButS(block, BUTM, B_REDR, ICON_SCRIPT, "Script", 0, yco-=22, 100, 20, &G.buts->mainb, 5.0, 0.0, 0, 0, "");
      
      if(curarea->headertype==HEADERTOP) {
            uiBlockSetDirection(block, UI_DOWN);
      }
      else {
            uiBlockSetDirection(block, UI_TOP);
            uiBlockFlipOrder(block);
      }

      return block;
}
#endif

static void do_buts_view_shadingmenu(void *arg, int event)
{
      G.buts->mainb = CONTEXT_SHADING;
      
      allqueue(REDRAWBUTSALL, 0);
}


static uiBlock *buts_view_shadingmenu(void *arg_unused)
{
      uiBlock *block;
      short yco = 20, menuwidth = 120;

      block= uiNewBlock(&curarea->uiblocks, "buts_view_shadingmenu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin);
      uiBlockSetButmFunc(block, do_buts_view_shadingmenu, NULL);
      
      if((G.buts->mainb == CONTEXT_SHADING) && (G.buts->tab[CONTEXT_SHADING]==TAB_SHADING_LAMP)) {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Lamp|F5",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SHADING]), (float)TAB_SHADING_LAMP, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Lamp|F5",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SHADING]), (float)TAB_SHADING_LAMP, 0.0, 0, 10, "");
      }
      
      if((G.buts->mainb == CONTEXT_SHADING) && (G.buts->tab[CONTEXT_SHADING]==TAB_SHADING_MAT)) {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Material|F5",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SHADING]), (float)TAB_SHADING_MAT, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Material|F5",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SHADING]), (float)TAB_SHADING_MAT, 0.0, 0, 10, "");
      }
      
      if((G.buts->mainb == CONTEXT_SHADING) && (G.buts->tab[CONTEXT_SHADING]==TAB_SHADING_TEX)) {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Texture|F6",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SHADING]), (float)TAB_SHADING_TEX, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Texture|F6",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SHADING]), (float)TAB_SHADING_TEX, 0.0, 0, 10, "");
      }
      
      if((G.buts->mainb == CONTEXT_SHADING) && (G.buts->tab[CONTEXT_SHADING]==TAB_SHADING_RAD)) {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Radiosity",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SHADING]), (float)TAB_SHADING_RAD, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Radiosity",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SHADING]), (float)TAB_SHADING_RAD, 0.0, 0, 10, "");
      }
      
      if((G.buts->mainb == CONTEXT_SHADING) && (G.buts->tab[CONTEXT_SHADING]==TAB_SHADING_WORLD)) {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "World|F8",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SHADING]), (float)TAB_SHADING_WORLD, 1.0, 0, 10, "");
      } else {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "World|F8",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SHADING]), (float)TAB_SHADING_WORLD, 1.0, 0, 10, "");
      }
      
      uiBlockSetDirection(block, UI_RIGHT);
      uiTextBoundsBlock(block, 60);
            
      return block;
}

static void do_buts_view_scenemenu(void *arg, int event)
{
      G.buts->mainb = CONTEXT_SCENE;
      
      allqueue(REDRAWBUTSALL, 0);
}


static uiBlock *buts_view_scenemenu(void *arg_unused)
{
      uiBlock *block;
      short yco = 20, menuwidth = 120;

      block= uiNewBlock(&curarea->uiblocks, "buts_view_scenemenu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin);
      uiBlockSetButmFunc(block, do_buts_view_scenemenu, NULL);
      
      if((G.buts->mainb == CONTEXT_SCENE) && (G.buts->tab[CONTEXT_SCENE]==TAB_SCENE_RENDER)) {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Render|F10",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SCENE]), (float)TAB_SCENE_RENDER, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Render|F10",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SCENE]), (float)TAB_SCENE_RENDER, 0.0, 0, 10, "");
      }
      
      if((G.buts->mainb == CONTEXT_SCENE) && (G.buts->tab[CONTEXT_SCENE]==TAB_SCENE_ANIM)) {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Animation",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SCENE]), (float)TAB_SCENE_ANIM, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Animation",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SCENE]), (float)TAB_SCENE_ANIM, 0.0, 0, 10, "");
      }
      
      if((G.buts->mainb == CONTEXT_SCENE) && (G.buts->tab[CONTEXT_SCENE]==TAB_SCENE_SOUND)) {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Sound",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SCENE]), (float)TAB_SCENE_SOUND, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButC(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Sound",
            0, yco-=20, menuwidth, 19, &(G.buts->tab[CONTEXT_SCENE]), (float)TAB_SCENE_SOUND, 0.0, 0, 10, "");
      }
            
      uiBlockSetDirection(block, UI_RIGHT);
      uiTextBoundsBlock(block, 60);
            
      return block;
}

static void do_buts_view_alignmenu(void *arg, int event)
{
      SpaceButs *sbuts= curarea->spacedata.first;
      
      switch(event) {
            case 0: /* panel alignment */
            case 1:
            case 2:
                  sbuts->align= event;
                  if(event) {
                        uiAlignPanelStep(curarea, 1.0);
                        do_buts_buttons(B_BUTSHOME);
                  }
                  break;
      }
      
      allqueue(REDRAWBUTSALL, 0);
}


static uiBlock *buts_view_alignmenu(void *arg_unused)
{
      SpaceButs *sbuts= curarea->spacedata.first;
      uiBlock *block;
      short yco = 20, menuwidth = 120;

      block= uiNewBlock(&curarea->uiblocks, "buts_view_alignmenu", UI_EMBOSSP, UI_HELV, G.curscreen->mainwin);
      uiBlockSetButmFunc(block, do_buts_view_alignmenu, NULL);
      
      if (sbuts->align == 1) uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Horizontal", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 1, "");
      else uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Horizontal", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 1, "");

      if (sbuts->align == 2) uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Vertical", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 2, "");
      else uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Vertical", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 2, "");
      
      if (sbuts->align == 0) uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_HLT, "Free", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 0, "");
      else uiDefIconTextBut(block, BUTM, 1, ICON_CHECKBOX_DEHLT, "Free", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 0, "");
      
      uiBlockSetDirection(block, UI_RIGHT);
      uiTextBoundsBlock(block, 60);
            
      return block;
}

static void do_buts_viewmenu(void *arg, int event)
{     
      switch(event) {
            case 3: /* View All */
                  do_buts_buttons(B_BUTSHOME);
                  break;
            case 4: /* Maximize Window */
                  /* using event B_FULL */
                  break;
            case 10: /* empty for the context events */
                  break;      
      }
      allqueue(REDRAWBUTSALL, 0);
}

static uiBlock *buts_viewmenu(void *arg_unused)
{
      uiBlock *block;
      short yco= 0, menuwidth=120;
      
      block= uiNewBlock(&curarea->uiblocks, "buts_viewmenu", 
                                UI_EMBOSSP, UI_HELV, curarea->headwin);
      uiBlockSetButmFunc(block, do_buts_viewmenu, NULL);
      
      if(G.buts->mainb==CONTEXT_LOGIC) {
            uiDefIconTextButS(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Logic|F4",
            0, yco-=20, menuwidth, 19, &(G.buts->mainb), CONTEXT_LOGIC, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButS(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Logic|F4",
            0, yco-=20, menuwidth, 19, &(G.buts->mainb), CONTEXT_LOGIC, 0.0, 0, 10, "");
      }
      
      if(G.buts->mainb==CONTEXT_SCRIPT) {
            uiDefIconTextButS(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Script",
            0, yco-=20, menuwidth, 19, &(G.buts->mainb), (float)CONTEXT_SCRIPT, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButS(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Script",
            0, yco-=20, menuwidth, 19, &(G.buts->mainb), (float)CONTEXT_SCRIPT, 0.0, 0, 10, "");
      }
      
      uiDefIconTextBlockBut(block, buts_view_shadingmenu, NULL, ICON_RIGHTARROW_THIN, "Shading", 0, yco-=20, 120, 19, "");

      if(G.buts->mainb==CONTEXT_OBJECT) {
            uiDefIconTextButS(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Object|F7",
            0, yco-=20, menuwidth, 19, &(G.buts->mainb), (float)CONTEXT_OBJECT, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButS(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Object|F7",
            0, yco-=20, menuwidth, 19, &(G.buts->mainb), (float)CONTEXT_OBJECT, 0.0, 0, 10, "");
      }
      
      if(G.buts->mainb==CONTEXT_EDITING) {
            uiDefIconTextButS(block, BUTM, B_REDR, ICON_CHECKBOX_HLT, "Editing|F9",
            0, yco-=20, menuwidth, 19, &(G.buts->mainb), (float)CONTEXT_EDITING, 0.0, 0, 10, "");
      } else {
            uiDefIconTextButS(block, BUTM, B_REDR, ICON_CHECKBOX_DEHLT, "Editing|F9",
            0, yco-=20, menuwidth, 19, &(G.buts->mainb), (float)CONTEXT_EDITING, 0.0, 0, 10, "");
      }
      
      uiDefIconTextBlockBut(block, buts_view_scenemenu, NULL, ICON_RIGHTARROW_THIN, "Scene", 0, yco-=20, 120, 19, "");
      
      uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, "");
      
      uiDefIconTextBlockBut(block, buts_view_alignmenu, NULL, ICON_RIGHTARROW_THIN, "Align", 0, yco-=20, 120, 19, "");

      uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, "");
      
      uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "View All|Home", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 3, "");
            
      if (!curarea->full) 
            uiDefIconTextBut(block, BUTM, B_FULL, ICON_BLANK1, "Maximize Window|Ctrl UpArrow", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 4, "");
      else 
            uiDefIconTextBut(block, BUTM, B_FULL, ICON_BLANK1, "Tile Window|Ctrl DownArrow", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 0, 4, "");
      
      if(curarea->headertype==HEADERTOP) {
            uiBlockSetDirection(block, UI_DOWN);
      }
      else {
            uiBlockSetDirection(block, UI_TOP);
            uiBlockFlipOrder(block);
      }

      uiTextBoundsBlock(block, 50);
      
      return block;
}

void buts_buttons(void)
{
      uiBlock *block;
      ID *id, *idfrom;
      short xco, xmax, t_base= 0;
      char naam[20];

      sprintf(naam, "header %d", curarea->headwin);
      block= uiNewBlock(&curarea->uiblocks, naam, UI_EMBOSS, UI_HELV, curarea->headwin);

      if(area_is_active_area(curarea)) uiBlockSetCol(block, TH_HEADER);
      else uiBlockSetCol(block, TH_HEADERDESEL);

      curarea->butspacetype= SPACE_BUTS;
      
      xco = 8;
      
      uiDefIconTextButC(block, ICONTEXTROW,B_NEWSPACE, ICON_VIEW3D, 
                                windowtype_pup(), xco, 0, XIC+10, YIC, 
                                &(curarea->butspacetype), 1.0, SPACEICONMAX, 0, 0, 
                                "Displays Current Window Type. "
                                "Click for menu of available types.");

      xco += XIC + 14;

      uiBlockSetEmboss(block, UI_EMBOSSN);
      if (curarea->flag & HEADER_NO_PULLDOWN) {
            uiDefIconButS(block, TOG|BIT|0, B_FLIPINFOMENU, 
                                ICON_DISCLOSURE_TRI_RIGHT,
                                xco,2,XIC,YIC-2,
                                &(curarea->flag), 0, 0, 0, 0, 
                                "Show pulldown menus");
      }
      else {
            uiDefIconButS(block, TOG|BIT|0, B_FLIPINFOMENU, 
                                ICON_DISCLOSURE_TRI_DOWN,
                                xco,2,XIC,YIC-2,
                                &(curarea->flag), 0, 0, 0, 0, 
                                "Hide pulldown menus");
      }
      uiBlockSetEmboss(block, UI_EMBOSS);
      xco+=XIC;

      if((curarea->flag & HEADER_NO_PULLDOWN)==0) {
            /* pull down menus */
            uiBlockSetEmboss(block, UI_EMBOSSP);
      
            xmax= GetButStringLength("Panels");
            uiDefPulldownBut(block, buts_viewmenu, NULL, 
                                "Panels", xco, -2, xmax-3, 24, "");
            xco+= xmax;

      }

      uiBlockSetEmboss(block, UI_EMBOSSX);

      
      /* FULL WINDOW */
//    if(curarea->full) uiDefIconBut(block, BUT,B_FULL, ICON_SPLITSCREEN,     xco,0,XIC,YIC, 0, 0, 0, 0, 0, "Returns to multiple views window (CTRL+Up arrow)");
//    else uiDefIconBut(block, BUT,B_FULL, ICON_FULLSCREEN, xco,0,XIC,YIC, 0, 0, 0, 0, 0, "Makes current window full screen (CTRL+Down arrow)");

      /* HOME */
//    uiDefIconBut(block, BUT, B_BUTSHOME, ICON_HOME, xco+=XIC,0,XIC,YIC, 0, 0, 0, 0, 0, "Zooms window to home view showing all items (HOMEKEY)");
//    xco+=XIC;
      
      /* mainb menu*/
      /* (this could be done later with a dynamic tree and branches, also for python) */
      //{
      //    char mainbname[8][12]= {" Scene", " Object", " Types", " Shading", " Editing", " Script", " Logic"};
      //    char mainbicon[8]= {ICON_SCENE_DEHLT, ICON_OBJECT, ICON_BBOX, ICON_MATERIAL_DEHLT, ICON_EDIT, ICON_SCRIPT, ICON_GAME};
      //    uiBut *but= uiDefIconTextBlockBut(block, sbuts_context_menu, NULL, mainbicon[G.buts->mainb], mainbname[G.buts->mainb], xco, 0, 90, YIC, "Set main context for button panels");
      //    uiButClearFlag(but, UI_ICON_RIGHT); // this type has both flags set, and draws icon right.. uhh
      //    xco+= 90-XIC+10;
      //}
      uiBlockBeginAlign(block);
      uiDefIconButS(block, ROW, B_REDR,   ICON_GAME,              xco, 0, XIC, YIC, &(G.buts->mainb), 0.0, (float)CONTEXT_LOGIC, 0, 0, "Logic (F4) ");
      uiDefIconButS(block, ROW, B_REDR,   ICON_SCRIPT,            xco+=XIC, 0, XIC, YIC, &(G.buts->mainb), 0.0, (float)CONTEXT_SCRIPT, 0, 0, "Script ");
      uiDefIconButS(block, ROW, B_REDR,   ICON_MATERIAL_DEHLT,xco+=XIC, 0, XIC, YIC, &(G.buts->mainb), 0.0, (float)CONTEXT_SHADING, 0, 0, "Shading (F5) ");
      uiDefIconButS(block, ROW, B_REDR,   ICON_OBJECT,            xco+=XIC, 0, XIC, YIC, &(G.buts->mainb), 0.0, (float)CONTEXT_OBJECT, 0, 0, "Object (F7) ");
      uiDefIconButS(block, ROW, B_REDR,   ICON_EDIT,              xco+=XIC, 0, XIC, YIC, &(G.buts->mainb), 0.0, (float)CONTEXT_EDITING, 0, 0, "Editing (F9) ");
      uiDefIconButS(block, ROW, B_REDR,   ICON_SCENE_DEHLT, xco+=XIC, 0, XIC, YIC, &(G.buts->mainb), 0.0, (float)CONTEXT_SCENE, 0, 0, "Scene (F10) ");
      
      xco+= XIC;
      
      // if(curarea->headertype==HEADERTOP)  t_base= -3; else t_base= 4;
      
      /* select the context to be drawn, per contex/tab the actual context is tested */
      uiBlockSetEmboss(block, UI_EMBOSS); // normal
      switch(G.buts->mainb) {
      case CONTEXT_SCENE:
            uiBlockBeginAlign(block);
            uiDefIconButC(block, ROW, B_REDR,         ICON_SCENE, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SCENE]), 1.0, (float)TAB_SCENE_RENDER, 0, 0, "Render buttons ");
            uiDefIconButC(block, ROW, B_REDR,         ICON_ANIM,  xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SCENE]), 1.0, (float)TAB_SCENE_ANIM, 0, 0, "Anim/playback buttons");
            uiDefIconButC(block, ROW, B_REDR,         ICON_SOUND, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SCENE]), 1.0, (float)TAB_SCENE_SOUND, 0, 0, "Sound block buttons");
            
            break;
      case CONTEXT_OBJECT:

            break;
      case CONTEXT_SHADING:
            uiBlockBeginAlign(block);
            uiDefIconButC(block, ROW, B_BUTSPREVIEW,  ICON_LAMP,  xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SHADING]), 1.0, (float)TAB_SHADING_LAMP, 0, 0, "Lamp buttons");
            uiDefIconButC(block, ROW, B_BUTSPREVIEW,  ICON_MATERIAL,    xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SHADING]), 1.0, (float)TAB_SHADING_MAT, 0, 0, "Material buttons");
            uiDefIconButC(block, ROW, B_BUTSPREVIEW,  ICON_TEXTURE,     xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SHADING]), 1.0, (float)TAB_SHADING_TEX, 0, 0, "Texture buttons(F6)");
            uiDefIconButC(block, ROW, B_REDR,               ICON_RADIO,xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SHADING]), 1.0, (float)TAB_SHADING_RAD, 0, 0, "Radiosity buttons");
            uiDefIconButC(block, ROW, B_BUTSPREVIEW,  ICON_WORLD, xco+=XIC, t_base, XIC, YIC, &(G.buts->tab[CONTEXT_SHADING]), 1.0, (float)TAB_SHADING_WORLD, 0, 0, "World buttons");
            
            break;
      case CONTEXT_EDITING:
            
            break;
      case CONTEXT_SCRIPT:

            break;
      case CONTEXT_LOGIC:
            
            break;
      }
      
      uiBlockEndAlign(block);
      
      xco+=XIC;
      uiDefButS(block, NUM, B_NEWFRAME, "",     (short)(xco+20),0,60,YIC, &(G.scene->r.cfra), 1.0, 18000.0, 0, 0, "Displays Current Frame of animation. Click to change.");
      xco+= 80;

      buttons_active_id(&id, &idfrom);
      G.buts->lockpoin= id;

      /* always do as last */
      uiDrawBlock(block);
      curarea->headbutlen= xco;
}

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