Edit Mode: add success return value
Also remove fix for T6614, since BKE_object_obdata_is_libdata no longer checks proxy.
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@@ -117,9 +117,9 @@ enum {
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EM_WAITCURSOR = (1 << 1),
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EM_IGNORE_LAYER = (1 << 3),
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};
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void ED_object_editmode_exit_ex(struct Scene *scene, struct Object *obedit, int flag);
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void ED_object_editmode_exit(struct bContext *C, int flag);
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void ED_object_editmode_enter(struct bContext *C, int flag);
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bool ED_object_editmode_exit_ex(struct Scene *scene, struct Object *obedit, int flag);
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bool ED_object_editmode_exit(struct bContext *C, int flag);
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bool ED_object_editmode_enter(struct bContext *C, int flag);
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bool ED_object_editmode_load(struct Object *obedit);
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bool ED_object_editmode_calc_active_center(struct Object *obedit, const bool select_only, float r_center[3]);
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@@ -447,7 +447,7 @@ bool ED_object_editmode_load(Object *obedit)
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* \param flag:
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* - If #EM_FREEDATA isn't in the flag, use ED_object_editmode_load directly.
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*/
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void ED_object_editmode_exit_ex(Scene *scene, Object *obedit, int flag)
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bool ED_object_editmode_exit_ex(Scene *scene, Object *obedit, int flag)
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{
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const bool freedata = (flag & EM_FREEDATA) != 0;
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@@ -460,7 +460,7 @@ void ED_object_editmode_exit_ex(Scene *scene, Object *obedit, int flag)
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scene->basact->object->mode &= ~OB_MODE_EDIT;
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}
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if (flag & EM_WAITCURSOR) waitcursor(0);
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return;
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return true;
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}
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/* freedata only 0 now on file saves and render */
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@@ -478,7 +478,7 @@ void ED_object_editmode_exit_ex(Scene *scene, Object *obedit, int flag)
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pid->cache->flag |= PTCACHE_OUTDATED;
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}
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BLI_freelistN(&pidlist);
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BKE_ptcache_object_reset(scene, obedit, PTCACHE_RESET_OUTDATED);
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/* also flush ob recalc, doesn't take much overhead, but used for particles */
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@@ -490,16 +490,18 @@ void ED_object_editmode_exit_ex(Scene *scene, Object *obedit, int flag)
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}
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if (flag & EM_WAITCURSOR) waitcursor(0);
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return (obedit->mode & OB_MODE_EDIT) == 0;
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}
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void ED_object_editmode_exit(bContext *C, int flag)
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bool ED_object_editmode_exit(bContext *C, int flag)
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{
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Scene *scene = CTX_data_scene(C);
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Object *obedit = CTX_data_edit_object(C);
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ED_object_editmode_exit_ex(scene, obedit, flag);
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return ED_object_editmode_exit_ex(scene, obedit, flag);
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}
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void ED_object_editmode_enter(bContext *C, int flag)
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bool ED_object_editmode_enter(bContext *C, int flag)
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{
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Scene *scene = CTX_data_scene(C);
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Base *base = NULL;
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@@ -508,7 +510,9 @@ void ED_object_editmode_enter(bContext *C, int flag)
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View3D *v3d = NULL;
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bool ok = false;
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if (ID_IS_LINKED(scene)) return;
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if (ID_IS_LINKED(scene)) {
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return false;
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}
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if (sa && sa->spacetype == SPACE_VIEW3D)
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v3d = sa->spacedata.first;
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@@ -516,25 +520,31 @@ void ED_object_editmode_enter(bContext *C, int flag)
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if ((flag & EM_IGNORE_LAYER) == 0) {
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base = CTX_data_active_base(C); /* active layer checked here for view3d */
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if (base == NULL) return;
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else if (v3d && (base->lay & v3d->lay) == 0) return;
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else if (!v3d && (base->lay & scene->lay) == 0) return;
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if ((base == NULL) ||
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(v3d && (base->lay & v3d->lay) == 0) ||
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(!v3d && (base->lay & scene->lay) == 0))
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{
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return false;
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}
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}
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else {
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base = scene->basact;
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}
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if (ELEM(NULL, base, base->object, base->object->data)) return;
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if (ELEM(NULL, base, base->object, base->object->data)) {
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return false;
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}
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ob = base->object;
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/* this checks actual object->data, for cases when other scenes have it in editmode context */
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if (BKE_object_is_in_editmode(ob))
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return;
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if (BKE_object_is_in_editmode(ob)) {
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return true;
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}
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if (BKE_object_obdata_is_libdata(ob)) {
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error_libdata();
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return;
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return false;
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}
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if (flag & EM_WAITCURSOR) waitcursor(1);
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@@ -567,23 +577,9 @@ void ED_object_editmode_enter(bContext *C, int flag)
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WM_event_add_notifier(C, NC_SCENE | ND_MODE | NS_EDITMODE_MESH, scene);
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}
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else if (ob->type == OB_ARMATURE) {
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bArmature *arm = ob->data;
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if (!arm) return;
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/*
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* The function BKE_object_obdata_is_libdata make a problem here, the
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* check for ob->proxy return 0 and let blender enter to edit mode
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* this causes a crash when you try leave the edit mode.
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* The problem is that i can't remove the ob->proxy check from
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* BKE_object_obdata_is_libdata that prevent the bugfix #6614, so
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* i add this little hack here.
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*/
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if (ID_IS_LINKED(arm)) {
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error_libdata();
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return;
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}
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ok = 1;
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scene->obedit = ob;
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ED_armature_to_edit(arm);
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ED_armature_to_edit(ob->data);
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/* to ensure all goes in restposition and without striding */
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DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); /* XXX: should this be OB_RECALC_DATA? */
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@@ -628,6 +624,8 @@ void ED_object_editmode_enter(bContext *C, int flag)
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}
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if (flag & EM_WAITCURSOR) waitcursor(0);
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return (ob->mode & OB_MODE_EDIT) != 0;
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}
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static int editmode_toggle_exec(bContext *C, wmOperator *op)
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@@ -495,8 +495,8 @@ void ED_base_object_select(struct Base *base, short mode) RET_NONE
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bool ED_object_modifier_remove(struct ReportList *reports, struct Main *bmain, struct Object *ob, struct ModifierData *md) RET_ZERO
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struct ModifierData *ED_object_modifier_add(struct ReportList *reports, struct Main *bmain, struct Scene *scene, struct Object *ob, const char *name, int type) RET_ZERO
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void ED_object_modifier_clear(struct Main *bmain, struct Object *ob) RET_NONE
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void ED_object_editmode_enter(struct bContext *C, int flag) RET_NONE
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void ED_object_editmode_exit(struct bContext *C, int flag) RET_NONE
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bool ED_object_editmode_enter(struct bContext *C, int flag) RET_NONE
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bool ED_object_editmode_exit(struct bContext *C, int flag) RET_NONE
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bool ED_object_editmode_load(struct Object *obedit) RET_ZERO
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void ED_object_check_force_modifiers(struct Main *bmain, struct Scene *scene, struct Object *object) RET_NONE
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bool uiLayoutGetActive(struct uiLayout *layout) RET_ZERO
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