use ICON_NULL define rather then 0, makes UI calls less confusing. (no functional...
[blender.git] / source / blender / editors / space_view3d / view3d_header.c
index e76546c6080b3f87e508e82c73825aa82e447747..0f2f182e951decdf434891afd8e2a5d3379bda3d 100644 (file)
 #include <stdlib.h>
 
 #include "DNA_scene_types.h"
+#include "DNA_object_types.h"
 
 #include "RNA_access.h"
 
 #include "MEM_guardedalloc.h"
 
-#include "BKE_action.h"
-#include "BKE_brush.h"
 #include "BKE_context.h"
-#include "BKE_curve.h"
 #include "BKE_depsgraph.h"
-#include "BKE_displist.h"
 #include "BKE_effect.h"
-#include "BKE_global.h"
-#include "BKE_image.h"
-#include "BKE_library.h"
 #include "BKE_main.h"
 #include "BKE_mesh.h"
 #include "BKE_modifier.h"
 #include "BKE_paint.h"
-#include "BKE_particle.h"
 #include "BKE_screen.h"
-#include "BKE_utildefines.h" /* for VECCOPY */
 
 #include "ED_mesh.h"
 #include "ED_util.h"
@@ -66,8 +58,6 @@
 #include "RNA_define.h"
 #include "RNA_enum_types.h"
 
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
 
 #include "BLI_math.h"
 #include "BLI_blenlib.h"
@@ -91,9 +81,6 @@
 #define TEST_EDITMESH  if(obedit==0) return; \
                                                if( (v3d->lay & obedit->lay)==0 ) return;
 
-/* XXX port over */    
-extern void borderselect();
-
 /* view3d handler codes */
 #define VIEW3D_HANDLER_BACKGROUND      1
 #define VIEW3D_HANDLER_PROPERTIES      2
@@ -137,11 +124,12 @@ static void handle_view3d_lock(bContext *C)
                if(v3d->localvd==NULL && v3d->scenelock && sa->spacetype==SPACE_VIEW3D) {
                        /* copy to scene */
                        scene->lay= v3d->lay;
+                       scene->layact= v3d->layact;
                        scene->camera= v3d->camera;
 
                        /* not through notifiery, listener don't have context
                           and non-open screens or spaces need to be updated too */
-                       ED_view3d_scene_layers_update(bmain, scene);
+                       BKE_screen_view3d_main_sync(&bmain->screen, scene);
                        
                        /* notifiers for scene update */
                        WM_event_add_notifier(C, NC_SCENE|ND_LAYER, scene);
@@ -151,6 +139,7 @@ static void handle_view3d_lock(bContext *C)
 
 static int layers_exec(bContext *C, wmOperator *op)
 {
+       Main *bmain= CTX_data_main(C);
        Scene *scene= CTX_data_scene(C);
        ScrArea *sa= CTX_wm_area(C);
        View3D *v3d= sa->spacedata.first;
@@ -212,7 +201,7 @@ static int layers_exec(bContext *C, wmOperator *op)
        if(v3d->scenelock) handle_view3d_lock(C);
        
        /* new layers might need unflushed events events */
-       DAG_scene_update_flags(scene, v3d->lay);        /* tags all that moves and flushes */
+       DAG_scene_update_flags(bmain, scene, v3d->lay, FALSE);  /* tags all that moves and flushes */
 
        ED_area_tag_redraw(sa);
        
@@ -312,7 +301,7 @@ static char *view3d_modeselect_pup(Scene *scene)
 }
 
 
-static void do_view3d_header_buttons(bContext *C, void *arg, int event)
+static void do_view3d_header_buttons(bContext *C, void *UNUSED(arg), int event)
 {
        wmWindow *win= CTX_wm_window(C);
        ToolSettings *ts= CTX_data_tool_settings(C);
@@ -367,8 +356,9 @@ static void do_view3d_header_buttons(bContext *C, void *arg, int event)
        case B_SEL_FACE:
                if(em) {
                        if( shift==0 || em->selectmode==0){
-                               if( ((ts->selectmode ^ SCE_SELECT_FACE) == SCE_SELECT_VERTEX) || ((ts->selectmode ^ SCE_SELECT_FACE) == SCE_SELECT_EDGE)){
-                                       if(ctrl) EM_convertsel(em, (ts->selectmode ^ SCE_SELECT_FACE),SCE_SELECT_FACE);
+                               if( ((em->selectmode ^ SCE_SELECT_FACE) == SCE_SELECT_VERTEX) || ((em->selectmode ^ SCE_SELECT_FACE) == SCE_SELECT_EDGE)){
+                                       if(ctrl)
+                                               EM_convertsel(em, (em->selectmode ^ SCE_SELECT_FACE),SCE_SELECT_FACE);
                                }
                                em->selectmode = SCE_SELECT_FACE;
                        }
@@ -438,7 +428,7 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
        uiBlock *block;
        uiLayout *row;
        
-       RNA_pointer_create(&screen->id, &RNA_Space3DView, v3d, &v3dptr);        
+       RNA_pointer_create(&screen->id, &RNA_SpaceView3D, v3d, &v3dptr);        
        RNA_pointer_create(&scene->id, &RNA_ToolSettings, ts, &toolsptr);
        RNA_pointer_create(&scene->id, &RNA_Scene, scene, &sceneptr);
 
@@ -453,16 +443,6 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
                v3d->modeselect = ob->mode;
        else
                v3d->modeselect = OB_MODE_OBJECT;
-               
-       v3d->flag &= ~V3D_MODE;
-       
-       /* not sure what the v3d->flag is useful for now... modeselect is confusing */
-       if(obedit) v3d->flag |= V3D_EDITMODE;
-       if(ob && (ob->mode & OB_MODE_POSE)) v3d->flag |= V3D_POSEMODE;
-       if(ob && (ob->mode & OB_MODE_VERTEX_PAINT)) v3d->flag |= V3D_VERTEXPAINT;
-       if(ob && (ob->mode & OB_MODE_WEIGHT_PAINT)) v3d->flag |= V3D_WEIGHTPAINT;
-       if(ob && (ob->mode & OB_MODE_TEXTURE_PAINT)) v3d->flag |= V3D_TEXTUREPAINT;
-       if(paint_facesel_test(ob)) v3d->flag |= V3D_FACESELECT;
 
        uiBlockBeginAlign(block);
        uiDefIconTextButS(block, MENU, B_MODESELECT, object_mode_icon(v3d->modeselect), view3d_modeselect_pup(scene) , 
@@ -470,7 +450,7 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
        uiBlockEndAlign(block);
        
        /* Draw type */
-       uiItemR(layout, &v3dptr, "viewport_shading", UI_ITEM_R_ICON_ONLY, "", 0);
+       uiItemR(layout, &v3dptr, "viewport_shade", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
 
        if (obedit==NULL && ((ob && ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT)))) {
                /* Manipulators aren't used in weight paint mode */
@@ -478,13 +458,13 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
                PointerRNA meshptr;
 
                RNA_pointer_create(&ob->id, &RNA_Mesh, ob->data, &meshptr);
-               uiItemR(layout, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", 0);
+               uiItemR(layout, &meshptr, "use_paint_mask", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
        } else {
-               char *str_menu;
+               const char *str_menu;
 
                row= uiLayoutRow(layout, 1);
-               uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", 0);
-               uiItemR(row, &v3dptr, "pivot_point_align", UI_ITEM_R_ICON_ONLY, "", 0);
+               uiItemR(row, &v3dptr, "pivot_point", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
+               uiItemR(row, &v3dptr, "use_pivot_point_align", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
 
                /* NDOF */
                /* Not implemented yet
@@ -499,7 +479,7 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
 
                /* Transform widget / manipulators */
                row= uiLayoutRow(layout, 1);
-               uiItemR(row, &v3dptr, "manipulator", UI_ITEM_R_ICON_ONLY, "", 0);
+               uiItemR(row, &v3dptr, "show_manipulator", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
                block= uiLayoutGetBlock(row);
                
                if(v3d->twflag & V3D_USE_MANIPULATOR) {
@@ -514,20 +494,20 @@ void uiTemplateHeader3D(uiLayout *layout, struct bContext *C)
                        
                str_menu = BIF_menustringTransformOrientation(C, "Orientation");
                uiDefButS(block, MENU, B_MAN_MODE, str_menu,0,0,70,YIC, &v3d->twmode, 0, 0, 0, 0, "Transform Orientation");
-               MEM_freeN(str_menu);
+               MEM_freeN((void *)str_menu);
        }
                
        if(obedit==NULL && v3d->localvd==NULL) {
-               int ob_lay = ob ? ob->lay : 0;
+               unsigned int ob_lay = ob ? ob->lay : 0;
                
                /* Layers */
                if (v3d->scenelock)
-                       uiTemplateLayers(layout, &sceneptr, "visible_layers", &v3dptr, "used_layers", ob_lay);
+                       uiTemplateLayers(layout, &sceneptr, "layers", &v3dptr, "layers_used", ob_lay);
                else
-                       uiTemplateLayers(layout, &v3dptr, "visible_layers", &v3dptr, "used_layers", ob_lay);
+                       uiTemplateLayers(layout, &v3dptr, "layers", &v3dptr, "layers_used", ob_lay);
 
                /* Scene lock */
-               uiItemR(layout, &v3dptr, "lock_camera_and_layers", UI_ITEM_R_ICON_ONLY, "", 0);
+               uiItemR(layout, &v3dptr, "lock_camera_and_layers", UI_ITEM_R_ICON_ONLY, "", ICON_NULL);
        }
        
        /* selection modus, dont use python for this since it cant do the toggle buttons with shift+click as well as clicking to set one. */