/* SPDX-FileCopyrightText: 2023 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup edobj * * General utils to handle mode switching, * actual mode switching logic is per-object type. */ #include "DNA_object_enums.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "BLI_time.h" #include "BLI_utildefines.h" #include "BKE_context.hh" #include "BKE_layer.hh" #include "BKE_modifier.hh" #include "BKE_object.hh" #include "BKE_object_types.hh" #include "BKE_paint.hh" #include "BKE_report.hh" #include "BLI_math_vector.h" #include "WM_api.hh" #include "WM_types.hh" #include "RNA_access.hh" #include "RNA_define.hh" #include "DEG_depsgraph.hh" #include "DEG_depsgraph_query.hh" #include "ED_armature.hh" #include "ED_gpencil_legacy.hh" #include "ED_outliner.hh" #include "ED_paint.hh" #include "ED_physics.hh" #include "ED_sculpt.hh" #include "ED_undo.hh" #include "ED_view3d.hh" #include "WM_toolsystem.hh" #include "ED_object.hh" /* own include */ #include "object_intern.hh" namespace blender::ed::object { /* -------------------------------------------------------------------- */ /** \name High Level Mode Operations * \{ */ static const char *object_mode_op_string(eObjectMode mode) { if (mode & OB_MODE_EDIT) { return "OBJECT_OT_editmode_toggle"; } if (mode == OB_MODE_SCULPT) { return "SCULPT_OT_sculptmode_toggle"; } if (mode == OB_MODE_VERTEX_PAINT) { return "PAINT_OT_vertex_paint_toggle"; } if (mode == OB_MODE_WEIGHT_PAINT) { return "PAINT_OT_weight_paint_toggle"; } if (mode == OB_MODE_TEXTURE_PAINT) { return "PAINT_OT_texture_paint_toggle"; } if (mode == OB_MODE_PARTICLE_EDIT) { return "PARTICLE_OT_particle_edit_toggle"; } if (mode == OB_MODE_POSE) { return "OBJECT_OT_posemode_toggle"; } if (mode == OB_MODE_PAINT_GREASE_PENCIL) { return "GREASE_PENCIL_OT_paintmode_toggle"; } if (mode == OB_MODE_SCULPT_GREASE_PENCIL) { return "GREASE_PENCIL_OT_sculptmode_toggle"; } if (mode == OB_MODE_WEIGHT_GREASE_PENCIL) { return "GREASE_PENCIL_OT_weightmode_toggle"; } if (mode == OB_MODE_VERTEX_GREASE_PENCIL) { return "GREASE_PENCIL_OT_vertexmode_toggle"; } if (mode == OB_MODE_SCULPT_CURVES) { return "CURVES_OT_sculptmode_toggle"; } return nullptr; } bool mode_compat_test(const Object *ob, eObjectMode mode) { if (mode == OB_MODE_OBJECT) { return true; } switch (ob->type) { case OB_MESH: if (mode & (OB_MODE_EDIT | OB_MODE_SCULPT | OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) { return true; } if (mode & OB_MODE_PARTICLE_EDIT) { if (ED_object_particle_edit_mode_supported(ob)) { return true; } } break; case OB_CURVES_LEGACY: case OB_SURF: case OB_FONT: case OB_MBALL: case OB_POINTCLOUD: case OB_LATTICE: if (mode & OB_MODE_EDIT) { return true; } break; case OB_ARMATURE: if (mode & (OB_MODE_EDIT | OB_MODE_POSE)) { return true; } break; case OB_GPENCIL_LEGACY: if (mode & (OB_MODE_EDIT_GPENCIL_LEGACY | OB_MODE_ALL_PAINT_GPENCIL)) { return true; } break; case OB_CURVES: if (mode & (OB_MODE_EDIT | OB_MODE_SCULPT_CURVES)) { return true; } break; case OB_GREASE_PENCIL: if (mode & (OB_MODE_EDIT | OB_MODE_PAINT_GREASE_PENCIL | OB_MODE_SCULPT_GREASE_PENCIL | OB_MODE_WEIGHT_GREASE_PENCIL | OB_MODE_VERTEX_GREASE_PENCIL)) { return true; } break; } return false; } bool mode_compat_set(bContext *C, Object *ob, eObjectMode mode, ReportList *reports) { bool ok; if (!ELEM(ob->mode, mode, OB_MODE_OBJECT)) { const char *opstring = object_mode_op_string(eObjectMode(ob->mode)); WM_operator_name_call(C, opstring, WM_OP_EXEC_REGION_WIN, nullptr, nullptr); ok = ELEM(ob->mode, mode, OB_MODE_OBJECT); if (!ok) { wmOperatorType *ot = WM_operatortype_find(opstring, false); BKE_reportf(reports, RPT_ERROR, "Unable to execute '%s', error changing modes", ot->name); } } else { ok = true; } return ok; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Generic Mode Enter/Exit * * Supports exiting a mode without it being in the current context. * This could be done for entering modes too if it's needed. * * \{ */ bool mode_set_ex(bContext *C, eObjectMode mode, bool use_undo, ReportList *reports) { wmWindowManager *wm = CTX_wm_manager(C); const Scene *scene = CTX_data_scene(C); ViewLayer *view_layer = CTX_data_view_layer(C); BKE_view_layer_synced_ensure(scene, view_layer); Object *ob = BKE_view_layer_active_object_get(view_layer); if (ob == nullptr) { return (mode == OB_MODE_OBJECT); } if ((ob->type == OB_GPENCIL_LEGACY) && (mode == OB_MODE_EDIT)) { mode = OB_MODE_EDIT_GPENCIL_LEGACY; } if (ob->mode == mode) { return true; } if (!mode_compat_test(ob, mode)) { return false; } const char *opstring = object_mode_op_string((mode == OB_MODE_OBJECT) ? eObjectMode(ob->mode) : mode); wmOperatorType *ot = WM_operatortype_find(opstring, false); if (!use_undo) { wm->op_undo_depth++; } WM_operator_name_call_ptr(C, ot, WM_OP_EXEC_REGION_WIN, nullptr, nullptr); if (!use_undo) { wm->op_undo_depth--; } if (ob->mode != mode) { BKE_reportf(reports, RPT_ERROR, "Unable to execute '%s', error changing modes", ot->name); return false; } return true; } bool mode_set(bContext *C, eObjectMode mode) { /* Don't do undo push by default, since this may be called by lower level code. */ return mode_set_ex(C, mode, true, nullptr); } /** * Use for changing works-paces or changing active object. * Caller can check #OB_MODE_ALL_MODE_DATA to test if this needs to be run. */ static bool ed_object_mode_generic_exit_ex( Main *bmain, Depsgraph *depsgraph, Scene *scene, Object *ob, bool only_test) { BLI_assert((bmain == nullptr) == only_test); if (ob->mode & OB_MODE_EDIT) { if (BKE_object_is_in_editmode(ob)) { if (only_test) { return true; } editmode_exit_ex(bmain, scene, ob, EM_FREEDATA); } } else if (ob->mode & OB_MODE_VERTEX_PAINT) { if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_VERTEX_PAINT)) { if (only_test) { return true; } ED_object_vpaintmode_exit_ex(*ob); } } else if (ob->mode & OB_MODE_WEIGHT_PAINT) { if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_WEIGHT_PAINT)) { if (only_test) { return true; } ED_object_wpaintmode_exit_ex(*ob); } } else if (ob->mode & OB_MODE_SCULPT) { if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_SCULPT)) { if (only_test) { return true; } sculpt_paint::object_sculpt_mode_exit(*bmain, *depsgraph, *scene, *ob); } } else if (ob->mode & OB_MODE_POSE) { if (ob->pose != nullptr) { if (only_test) { return true; } ED_object_posemode_exit_ex(bmain, ob); } } else if (ob->mode & OB_MODE_TEXTURE_PAINT) { if (only_test) { return true; } ED_object_texture_paint_mode_exit_ex(*bmain, *scene, *ob); } else if (ob->mode & OB_MODE_PARTICLE_EDIT) { if (only_test) { return true; } ED_object_particle_edit_mode_exit_ex(scene, ob); } else if (ob->type == OB_GREASE_PENCIL) { BLI_assert((ob->mode & OB_MODE_OBJECT) == 0); if (only_test) { return true; } ob->restore_mode = ob->mode; ob->mode &= ~(OB_MODE_PAINT_GREASE_PENCIL | OB_MODE_EDIT | OB_MODE_SCULPT_GREASE_PENCIL | OB_MODE_WEIGHT_GREASE_PENCIL | OB_MODE_VERTEX_GREASE_PENCIL); /* Inform all evaluated versions that we changed the mode. */ DEG_id_tag_update_ex(bmain, &ob->id, ID_RECALC_SYNC_TO_EVAL); } else { if (only_test) { return false; } BLI_assert((ob->mode & OB_MODE_ALL_MODE_DATA) == 0); } return false; } /* When locked, it's almost impossible to select the pose-object * then the mesh-object to enter weight paint mode. * Even when the object mode is not locked this is inconvenient - so allow in either case. * * In this case move our pose object in/out of pose mode. * This is in fits with the convention of selecting multiple objects and entering a mode. */ static void ed_object_posemode_set_for_weight_paint_ex(bContext *C, Main *bmain, Object *ob_arm, const bool is_mode_set) { View3D *v3d = CTX_wm_view3d(C); const Scene *scene = CTX_data_scene(C); ViewLayer *view_layer = CTX_data_view_layer(C); if (ob_arm != nullptr) { BKE_view_layer_synced_ensure(scene, view_layer); const Base *base_arm = BKE_view_layer_base_find(view_layer, ob_arm); if (base_arm && BASE_VISIBLE(v3d, base_arm)) { if (is_mode_set) { if ((ob_arm->mode & OB_MODE_POSE) != 0) { ED_object_posemode_exit_ex(bmain, ob_arm); } } else { /* Only check selected status when entering weight-paint mode * because we may have multiple armature objects. * Selecting one will de-select the other, which would leave it in pose-mode * when exiting weight paint mode. While usable, this looks like inconsistent * behavior from a user perspective. */ if (base_arm->flag & BASE_SELECTED) { if ((ob_arm->mode & OB_MODE_POSE) == 0) { ED_object_posemode_enter_ex(bmain, ob_arm); } } } } } } void posemode_set_for_weight_paint(bContext *C, Main *bmain, Object *ob, const bool is_mode_set) { VirtualModifierData virtual_modifier_data; ModifierData *md = BKE_modifiers_get_virtual_modifierlist(ob, &virtual_modifier_data); for (; md; md = md->next) { if (md->type == eModifierType_Armature) { ArmatureModifierData *amd = (ArmatureModifierData *)md; Object *ob_arm = amd->object; ed_object_posemode_set_for_weight_paint_ex(C, bmain, ob_arm, is_mode_set); } } } void mode_generic_exit(Main *bmain, Depsgraph *depsgraph, Scene *scene, Object *ob) { ed_object_mode_generic_exit_ex(bmain, depsgraph, scene, ob, false); } bool mode_generic_has_data(Depsgraph *depsgraph, const Object *ob) { return ed_object_mode_generic_exit_ex(nullptr, depsgraph, nullptr, (Object *)ob, true); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Transfer Mode * * Enters the same mode of the current active object in another object, * leaving the mode of the current object. * \{ */ static bool object_transfer_mode_poll(bContext *C) { if (!CTX_wm_region_view3d(C)) { return false; } const Object *ob = CTX_data_active_object(C); return ob && (ob->mode != OB_MODE_OBJECT); } /* Update the viewport rotation origin to the mouse cursor. */ static void object_transfer_mode_reposition_view_pivot(ARegion *region, Scene *scene, const int mval[2]) { float global_loc[3]; if (!ED_view3d_autodist_simple(region, mval, global_loc, 0, nullptr)) { return; } UnifiedPaintSettings *ups = &scene->toolsettings->unified_paint_settings; copy_v3_v3(ups->average_stroke_accum, global_loc); ups->average_stroke_counter = 1; ups->last_stroke_valid = true; } static void object_overlay_mode_transfer_animation_start(bContext *C, Object *ob_dst) { Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C); Object *ob_dst_eval = DEG_get_evaluated_object(depsgraph, ob_dst); ob_dst_eval->runtime->overlay_mode_transfer_start_time = BLI_time_now_seconds(); } static bool object_transfer_mode_to_base(bContext *C, wmOperator *op, Scene *scene, Object * /*ob_src*/, Object *ob_dst, const eObjectMode mode_dst) { ViewLayer *view_layer = CTX_data_view_layer(C); /* Undo is handled manually here, such that the entry in the user-visible undo history is named * from the expected mode toggle operator name, and not the 'Transfer Mode' operator itself. * * The undo grouping is needed to ensure that only one step is visible, even though there may be * two undo steps stored when executed successfully (moving source object to Object mode, and * then target object to the previous mode of source object). */ ED_undo_group_begin(C); const bool mode_transferred = mode_set_ex(C, OB_MODE_OBJECT, true, op->reports); if (mode_transferred) { BKE_view_layer_synced_ensure(scene, view_layer); Base *base_dst = BKE_view_layer_base_find(view_layer, ob_dst); BKE_view_layer_base_deselect_all(scene, view_layer); BKE_view_layer_base_select_and_set_active(view_layer, base_dst); mode_set_ex(C, mode_dst, true, op->reports); if (RNA_boolean_get(op->ptr, "use_flash_on_transfer")) { object_overlay_mode_transfer_animation_start(C, ob_dst); } } ED_undo_group_end(C); return mode_transferred; } static int object_transfer_mode_invoke(bContext *C, wmOperator *op, const wmEvent *event) { Scene *scene = CTX_data_scene(C); ARegion *region = CTX_wm_region(C); Object *ob_src = CTX_data_active_object(C); const eObjectMode mode_src = eObjectMode(ob_src->mode); Base *base_dst = ED_view3d_give_base_under_cursor(C, event->mval); if (!base_dst) { BKE_reportf(op->reports, RPT_ERROR, "No target object to transfer the mode to"); return OPERATOR_CANCELLED; } Object *ob_dst = base_dst->object; if (ob_src == ob_dst) { return OPERATOR_CANCELLED; } BLI_assert(ob_dst->id.orig_id == nullptr); if (!ID_IS_EDITABLE(ob_dst) || !ID_IS_EDITABLE(ob_src)) { BKE_reportf(op->reports, RPT_ERROR, "Unable to transfer mode, the source and/or target objects are not editable"); return OPERATOR_CANCELLED; } if (ID_IS_OVERRIDE_LIBRARY(ob_dst) && !ELEM(mode_src, OB_MODE_OBJECT, OB_MODE_POSE)) { BKE_reportf( op->reports, RPT_ERROR, "Current mode of source object '%s' is not compatible with target liboverride object '%s'", ob_src->id.name + 2, ob_dst->id.name + 2); return OPERATOR_CANCELLED; } if (!mode_compat_test(ob_dst, mode_src)) { BKE_reportf(op->reports, RPT_ERROR, "Current mode of source object '%s' is not compatible with target object '%s'", ob_src->id.name + 2, ob_dst->id.name + 2); return OPERATOR_CANCELLED; } const bool mode_transferred = object_transfer_mode_to_base( C, op, scene, ob_src, ob_dst, mode_src); if (!mode_transferred) { /* Error report should have been set by #object_transfer_mode_to_base call here. */ return OPERATOR_CANCELLED; } DEG_id_tag_update(&scene->id, ID_RECALC_SELECT); WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene); ED_outliner_select_sync_from_object_tag(C); WM_toolsystem_update_from_context_view3d(C); if (mode_src & OB_MODE_ALL_PAINT) { object_transfer_mode_reposition_view_pivot(region, scene, event->mval); } return OPERATOR_FINISHED; } void OBJECT_OT_transfer_mode(wmOperatorType *ot) { /* identifiers */ ot->name = "Transfer Mode"; ot->idname = "OBJECT_OT_transfer_mode"; ot->description = "Switches the active object and assigns the same mode to a new one under the mouse cursor, " "leaving the active mode in the current one"; /* api callbacks */ ot->invoke = object_transfer_mode_invoke; ot->poll = object_transfer_mode_poll; /* Undo push is handled by the operator, see #object_transfer_mode_to_base for details. */ ot->flag = OPTYPE_REGISTER | OPTYPE_DEPENDS_ON_CURSOR; ot->cursor_pending = WM_CURSOR_EYEDROPPER; RNA_def_boolean(ot->srna, "use_flash_on_transfer", true, "Flash On Transfer", "Flash the target object when transferring the mode"); } /** \} */ } // namespace blender::ed::object