Added a new operator `OBJECT_OT_material_slot_remove_all` that removes all materials from the material slots of selected objects This was inspired by a request proposal on RCS. Pull Request: https://projects.blender.org/blender/blender/pulls/138402
102 lines
3.5 KiB
C++
102 lines
3.5 KiB
C++
/* SPDX-FileCopyrightText: 2008 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup edrend
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*/
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#pragma once
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struct ReportList;
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struct Scene;
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struct ScrArea;
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struct bContext;
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struct wmOperatorType;
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/* `render_shading.cc` */
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void OBJECT_OT_material_slot_add(wmOperatorType *ot);
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void OBJECT_OT_material_slot_remove(wmOperatorType *ot);
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void OBJECT_OT_material_slot_assign(wmOperatorType *ot);
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void OBJECT_OT_material_slot_select(wmOperatorType *ot);
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void OBJECT_OT_material_slot_deselect(wmOperatorType *ot);
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void OBJECT_OT_material_slot_copy(wmOperatorType *ot);
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void OBJECT_OT_material_slot_move(wmOperatorType *ot);
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void OBJECT_OT_material_slot_remove_unused(wmOperatorType *ot);
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void OBJECT_OT_material_slot_remove_all(wmOperatorType *ot);
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void MATERIAL_OT_new(wmOperatorType *ot);
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void TEXTURE_OT_new(wmOperatorType *ot);
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void WORLD_OT_new(wmOperatorType *ot);
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void MATERIAL_OT_copy(wmOperatorType *ot);
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void MATERIAL_OT_paste(wmOperatorType *ot);
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void SCENE_OT_view_layer_add(wmOperatorType *ot);
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void SCENE_OT_view_layer_remove(wmOperatorType *ot);
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void SCENE_OT_view_layer_add_aov(wmOperatorType *ot);
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void SCENE_OT_view_layer_remove_aov(wmOperatorType *ot);
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void SCENE_OT_view_layer_add_lightgroup(wmOperatorType *ot);
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void SCENE_OT_view_layer_remove_lightgroup(wmOperatorType *ot);
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void SCENE_OT_view_layer_add_used_lightgroups(wmOperatorType *ot);
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void SCENE_OT_view_layer_remove_unused_lightgroups(wmOperatorType *ot);
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void OBJECT_OT_lightprobe_cache_bake(wmOperatorType *ot);
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void OBJECT_OT_lightprobe_cache_free(wmOperatorType *ot);
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void SCENE_OT_render_view_add(wmOperatorType *ot);
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void SCENE_OT_render_view_remove(wmOperatorType *ot);
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#ifdef WITH_FREESTYLE
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void SCENE_OT_freestyle_module_add(wmOperatorType *ot);
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void SCENE_OT_freestyle_module_remove(wmOperatorType *ot);
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void SCENE_OT_freestyle_module_move(wmOperatorType *ot);
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void SCENE_OT_freestyle_lineset_add(wmOperatorType *ot);
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void SCENE_OT_freestyle_lineset_copy(wmOperatorType *ot);
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void SCENE_OT_freestyle_lineset_paste(wmOperatorType *ot);
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void SCENE_OT_freestyle_lineset_remove(wmOperatorType *ot);
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void SCENE_OT_freestyle_lineset_move(wmOperatorType *ot);
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void SCENE_OT_freestyle_linestyle_new(wmOperatorType *ot);
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void SCENE_OT_freestyle_color_modifier_add(wmOperatorType *ot);
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void SCENE_OT_freestyle_alpha_modifier_add(wmOperatorType *ot);
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void SCENE_OT_freestyle_thickness_modifier_add(wmOperatorType *ot);
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void SCENE_OT_freestyle_geometry_modifier_add(wmOperatorType *ot);
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void SCENE_OT_freestyle_modifier_remove(wmOperatorType *ot);
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void SCENE_OT_freestyle_modifier_move(wmOperatorType *ot);
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void SCENE_OT_freestyle_modifier_copy(wmOperatorType *ot);
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void SCENE_OT_freestyle_stroke_material_create(wmOperatorType *ot);
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#endif
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void TEXTURE_OT_slot_copy(wmOperatorType *ot);
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void TEXTURE_OT_slot_paste(wmOperatorType *ot);
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void TEXTURE_OT_slot_move(wmOperatorType *ot);
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/* `render_internal.cc` */
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/* Base class for all WM_JOB_TYPE_RENDER jobs. */
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struct RenderJobBase {
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Scene *scene = nullptr;
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Scene *current_scene = nullptr;
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};
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/**
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* Contextual render, using current scene, view3d?
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*/
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void RENDER_OT_render(wmOperatorType *ot);
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void RENDER_OT_shutter_curve_preset(wmOperatorType *ot);
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/* `render_view.cc` */
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/**
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* New window uses x,y to set position.
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*/
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ScrArea *render_view_open(bContext *C, int mx, int my, ReportList *reports);
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void RENDER_OT_view_show(wmOperatorType *ot);
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void RENDER_OT_view_cancel(wmOperatorType *ot);
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/* `render_opengl.cc` */
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void RENDER_OT_opengl(wmOperatorType *ot);
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